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Operation Manual

Manual by Ludvig Carlson, Anders Nordmark, Roger Wiklander


Quality Control: C. Bachmann, H. Bischoff, S. Pfeifer, C. Schomburg

The information in this document is subject to change without notice and does not rep-
resent a commitment on the part of Steinberg Media Technologies GmbH. The software
described by this document is subject to a License Agreement and may not be copied
to other media except as specifically allowed in the License Agreement. No part of this
publication may be copied, reproduced or otherwise transmitted or recorded, for any
purpose, without prior written permission by Steinberg Media Technologies GmbH.

All product and company names are ™ or ® trademarks of their respective owners.
Windows 2000 and Windows XP are trademarks of Microsoft Corporation. The Mac
logo is a trademark used under license. Macintosh and Power Macintosh are registered
trademarks.

© Steinberg Media Technologies GmbH, 2003.


All rights reserved.
Table of Contents
9 About this manual 149 Using markers
10 Welcome! 150 About markers
150 The Marker window
13 VST Connections: 154 Using the Marker track
Setting up input and 159 Marker key commands
output busses 160 Editing markers in the
Project Browser
14 About this chapter
14 Setting up busses 161 Fades and crossfades
20 Using the busses
162 Creating fades
25 Playback and the 165 The Fade dialogs
Transport panel 168 Creating crossfades
170 The Crossfade dialog
26 Background 178 Auto Fades and Crossfades
30 Operations
34 Options and Settings 181 The mixer
37 Recording 182 About this chapter
183 Overview
38 Background 187 Configuring the mixer
39 Basic recording methods 194 The audio channel strips
43 Audio recording specifics 196 The MIDI channel strips
64 MIDI Recording Specifics 197 The common panel
76 Options and Settings 198 The input & output channels
199 Basic mixing procedures
81 The Project window
207 Audio specific procedures
82 Background 221 MIDI specific procedures
84 Window Overview 223 Utilities
97 Operations
137 Options 229 Audio effects
230 About this chapter
141 Folder tracks
230 Overview
142 About folder tracks 232 Insert effects
143 Handling folder tracks 242 Send effects
145 Working with folder parts 253 Making settings for the
effects
256 Installing and managing
effect plug-ins

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4 Table of contents
263 VST Instruments 360 Detect Silence
363 The Spectrum Analyzer
264 Introduction
366 Statistics
265 Activating and using VST
Instruments 367 The Sample Editor
271 The Instrument Freeze
function 368 Background
368 Opening the Sample Editor
275 Surround sound 369 Window overview
374 Operations
276 Background
386 Options and settings
279 Window overview
281 Operations 389 The Audio Part Editor
293 Automation 390 Background
390 Opening the Audio Part
294 Background
Editor
297 Automation track operations
391 Window overview
303 Using Write/Read
396 Operations
automation
398 Common methods
309 Working with automation
400 Options and Settings
curves
315 Tips and common methods 401 Working with
316 Options and Settings hitpoints and slices
317 Remote controlling 402 Background
the mixer 403 Using hitpoints
409 Editing hitpoints
318 About this chapter
416 Creating slices
318 Setting Up
417 Creating groove quantize
320 Operations
maps
322 The Generic Remote device
418 Other Advanced submenu
327 Audio processing and items
functions 421 The Pool
328 Background 422 Background
329 Audio processing 424 Window Overview
351 Applying plug-ins 428 Operations
354 The Offline Process History 447 Options and Settings
dialog
356 Batch Processing
359 Freeze Edits

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Table of contents 5
449 MIDI realtime para- 549 The Tempo Track
meters and effects Editor
450 Introduction 550 Background
451 The Inspector – General 551 Window overview
handling 554 Operations
452 Basic track settings 560 Options and settings
455 Track parameters 561 The Beat Calculator
459 MIDI effects 563 Merge Tempo From Tapping
465 Merge MIDI in Loop 564 The Time Warp tool

467 MIDI processing and 575 The Project Browser


quantizing 576 Background
468 Introduction 576 Opening the Project
469 Quantizing Browser
479 Other MIDI menu functions 576 Window Overview
484 Dissolve Part 577 Navigating in the Browser
578 Customizing the View
487 The MIDI editors 578 About the Sync Selection
488 About editing MIDI option
489 Opening a MIDI editor 579 Editing audio tracks
492 The Key Editor – Overview 582 Editing MIDI tracks
498 Key Editor operations 585 Editing Automation tracks
523 The Drum Editor – Overview 585 Editing the Video track
526 Drum Editor operations 586 Editing the Marker track
529 Working with drum maps 587 Editing the Tempo track
537 Using drum name lists 587 Editing Time Signatures
538 The List Editor – Overview 588 Deleting Events
540 List Editor operations 589 The Track Sheet
547 Common MIDI editor op-
tions and settings 590 Overview
594 Printing the Track Sheet

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6 Table of contents
595 Export Audio 677 File handling
Mixdown 678 File Operations
596 Introduction 702 Options and Settings
597 Mixing down to an audio file
599 File format specifics 705 Customizing
706 Background
613 Synchronization 707 Working with window
614 Background layouts
622 Window Overview 710 Customizing the Transport
623 Operations panel
637 Options 712 Customizing the toolbars
714 Customizing track controls
639 VST System Link 719 Configuring the main menu
640 Introduction items
641 Preparations 722 About preference presets
646 Activating VST System Link 724 Appearance
653 Application examples 724 Where are the settings
stored?
657 Video
727 Key commands
658 Background
659 Operations 728 Background
665 Options 729 Setting up Key Commands
666 The Edit Mode 742 Setting up tool modifier keys

669 ReWire 743 Index


670 Introduction
671 Launching and quitting
672 Activating ReWire channels
673 Using the transport and
tempo controls
674 How the ReWire channels
are handled in Nuendo
675 Routing MIDI via ReWire2
676 Considerations and limita-
tions

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Table of contents 7
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8 Table of contents
1
About this manual
Welcome!
This is the Operation Manual for Steinberg’s Nuendo 2.1. Here you
will find detailed information about virtually all features and functions in
the program.

How to use the manuals and the Help


When it comes to manuals, different users look for information in dif-
ferent ways, depending on their previous knowledge and personal
preferences. You may be looking for a complete description of a pro-
cedure, you may just be trying to find a certain function in the program,
you may have found a function in the program and want it explained –
or you may simply want to learn it all!
Therefore, there are several ways to enter the documentation and get
help:

• Use the Table of Contents to browse the manual or the Help and find
the section you need to know more about.
In the pdf version of the Operation Manual (and in the help) you can click directly on a
chapter or section to go there.

• Use the Index to look up specific features and functions.


Again, in the pdf (and the help) you can click directly on the page number for an index
entry to go to there. The help also allows you to perform a free search of any term.

• In the program you will find Help buttons in most dialogs – click to get
information about that specific dialog.
Similarly, you can press [F1] to get information about the current window.

• If you want information about a specific menu item, use the Menu
Reference section in the Help.
All main menu items in Nuendo are listed and explained there.

• Finally, you could read the manuals from start to end if you like.
See below for a description of all parts of the Nuendo documentation package.

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1 – 10 About this manual
Other documents
Apart from the Operation Manual and the help, the following docu-
ments are included with Nuendo:

Getting Started
In this book (also available in Adobe Acrobat pdf format) you will find:
• Requirements, installation and setting up your system.
• Basic concepts and terminology.
• Basic methods – e.g. how to set values, use tools and menus.
• A list of all default key commands.
• A number of tutorials, helping you get started with working in Nuendo.

MIDI devices and features


In this pdf document you will find:
• Information on how to set up and manage MIDI devices in Nuendo.
• Descriptions of the included MIDI effect plug-ins.
• Information on how to edit MIDI System Exclusive messages.
• Information on how to use the Logical Editor and Input Transformer.

Audio Effects and VST Instruments


In this pdf document you will find:
• Descriptions of the included VST audio effect plug-ins.
• Descriptions of the included VST instruments.
These descriptions can also be found in the help.

Networking
This pdf document describes how you can use Nuendo’s project shar-
ing and networking features to collaborate with other users of Nuendo
in a TCP/IP based peer-to-peer network.

Remote Control Devices


This pdf document lists the supported MIDI remote control devices
and describes how to set up and use them with Nuendo.

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About this manual 1 – 11
Score Layout and Printing
This pdf document describes the score editing features in Nuendo.

Using Nuendo with DSP Factory (Windows only)


In this pdf document you will find detailed information about Nuendo’s
implementation for the Yamaha DSP Factory audio card.

❐ All pdf documents can be opened from the Help menu in the program,
from the Nuendo Documentation subfolder on the Windows Start menu
or from the folder /Library/Documentation/Nuendo/ under Mac OS X.

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1 – 12 About this manual
2
VST Connections: Setting up
input and output busses
About this chapter
As described in the Getting Started book, Nuendo uses a system of
input and output busses to transfer audio between the program and
the audio hardware.
• Input busses let you route audio from the inputs on your audio hardware into
the program. This means that when you record audio, you will always do this
through one or several input busses.
• Output busses let you route audio from the program to the outputs on your
audio hardware. When you play back audio, you will always do this through
one or several output busses.
As you can see, the input and output busses are vital when you work
with Nuendo. That’s the reason why you find this chapter in the begin-
ning of the Operation Manual – once you understand the bus system
and set up the busses properly, it will be easy to go on with recording,
playing back, mixing and doing surround work.

Setting up busses
Strategies
You can create any number of busses in Nuendo, in virtually any chan-
nel configuration – mono, stereo or a number of surround formats.
• The bus configuration is saved with the projects – therefore it’s a good
idea to add and set up the busses you need and save these in a template
project (see page 682).
When you start working on new projects, you start from this template. That way you
get your standard bus configuration without having to make new bus settings for each
new project. If you need to work with different bus configurations in different projects,
you could either create several different templates or store your configurations as pre-
sets (see page 19). The templates can of course also contain other settings that you
regularly use – sample rate, record format, a basic track layout, etc.

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2 – 14 VST Connections: Setting up input and output busses
So, which type of busses do you need? This depends on your audio
hardware, your general audio setup (e.g. surround speaker setup) and
what kind of projects you work with. Here’s an example:
Let’s say you are using audio hardware with eight analog inputs and
outputs and digital stereo connections (10 inputs and outputs all in
all). Furthermore, you work with a surround speaker setup in 5.1 for-
mat. Here’s a list of busses you may wish to add:

Input busses
• Most likely you need at least one stereo input bus assigned to an analog input
pair. This would let you record stereo material. If you want to be able to record
in stereo from other analog input pairs as well, you could add stereo input
busses for these too.
• Although you can record mono tracks from one side of a stereo input, it may
be a good idea to add a dedicated mono input bus. This could be assigned to
an analog input to which you have connected a dedicated microphone pre-
amp for example. Again, you could have several different mono busses.
• You probably want a dedicated stereo input bus assigned to the digital stereo
input, for digital transfers.
• If you want to transfer surround material directly to a surround track in Nuendo
(e.g. from surround-configured location recording equipment) you need an in-
put bus in that surround format (here, this would be a 5.1 input bus).

Output busses
• You probably want one or several stereo output busses for monitoring and lis-
tening to stereo mixes.
• For digital transfers, you need a stereo bus assigned to the digital stereo out-
put as well.
• You need a surround bus in the format of your speaker configuration (here,
5.1) assigned to the correct outputs (which in turn are connected to the cor-
rect speakers).
• You may want additional surround busses if you tend to work in different sur-
round formats.

❐ Different busses can use the same inputs/outputs on the audio hard-
ware! You may for example want a stereo output bus assigned to the
same outputs as the front stereo channels in your surround bus – this
makes it easy to listen to stereo mixes without having to reconnect.

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VST Connections: Setting up input and output busses 2 – 15
Preparations
Before you set up busses, you should name the inputs and outputs on
your audio hardware. For example, if you are using a 5.1 surround
speaker setup, you should name the outputs according to which
speaker they are connected to (Left, Right, Center and so on).
The reason for this is compatibility – it makes it easier to transfer
projects between different computers and setups. For example, if you
move your project to another studio, the audio hardware may be of a
different model. But if both you and the other studio owner have given
your inputs and outputs names according to the surround setup (rather
than names based on the audio hardware model), Nuendo will auto-
matically find the correct inputs and outputs for your busses and you
will be able to play and record without changing the settings.
You name your inputs and outputs in the Device Setup dialog:
1. Open the Device Setup dialog from the Devices menu.
2. Select the VST Output Ports device in the list to the left and make
sure the Setup tab is selected.
The available output ports on your audio hardware are listed.

3. To rename a port, click its name in the list and type a new name.

• If needed, you can also disable ports by clicking in the “Visible” col-
umn (so that it says “No”).
Disabled ports won’t show up in the VST Connections window when you are making
bus settings. If you attempt to disable a port that is already used by a bus, you will be
asked whether that is really what you want – note that this will remove the port from the
bus!

4. Select the VST Input Ports and name them in the same way.
5. Click OK to close the Device Setup dialog.

• If you open a project created on another computer and the port names
don’t match (or the port configuration isn’t the same – e.g. the project is
created on a system with multi-channel i/o and you open it on a stereo
in/out system), a Pending Connections dialog will appear.
This allows you to manually re-route ports used in the project to ports available in your
system.

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2 – 16 VST Connections: Setting up input and output busses
The VST Connections window
You add and set up busses in the VST Connections window, opened
from the Devices menu.

There are two tabs in the window, for viewing input busses or output
busses. Depending on which tab you have selected, the window lists
the current input or output busses, with the following three columns:
Column Description

Bus Name Lists the busses. You can select busses and rename them by clicking
on them in this column.

Speakers Indicates the speaker configuration (mono, stereo, surround formats)


of each bus.

ASIO Device When you have “opened” a bus (by clicking its + button in the Bus
Port Name column) this column shows which physical input/output on your
audio hardware is used by the bus.

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VST Connections: Setting up input and output busses 2 – 17
Adding a bus
1. Click the Inputs or Outputs tab depending on which type of bus you
want to add.
2. Click the Add Bus button.
A dialog appears.

3. Select the desired (channel) configuration.


The pop-up menu contains Mono and Stereo options as well as the most common sur-
round formats. To select another surround format, use the “More...” submenu.

• Alternatively you can right-click (Win) or [Ctrl]-click (Mac) in the VST


Connections window and add a bus in the desired format directly
from the context menu that appears.
The new bus appears with the ports visible.
4. Click in the ASIO Device Port to select an input/output port for a
channel in the bus.
The pop-up menu that appears lists the ports with the names you have given them in
the Device Setup dialog. Repeat this for all channels in the bus.

Adding a child bus


A surround bus is essentially a set of mono channels – 6 channels in
the case of 5.1 format. If you have a mono track in the project, you can
route it to a separate speaker channel in the bus (or route it to the
whole surround bus and use the surround panner to position it in the
surround image). But what if you have a stereo track that you simply
want to route to a stereo channel pair within the bus (Left and Right or
Left Surround and Right Surround for example)? For this you need to
create a child bus:

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2 – 18 VST Connections: Setting up input and output busses
1. Select the surround bus in the list and right-click (Win) or [Ctrl]-click
(Mac) it.
A pop-up menu appears.

2. Select a channel configuration from the “Add Child Bus” submenu.


As you can see, you can create stereo child busses (routed to various speaker channel
pairs in the surround bus) or other surround bus formats (with fewer channels than the
“parent bus”).
The child bus you created will be available for direct routing in the
mixer. It’s a part of the parent surround bus, which means there will be
no separate channel strip for it.
Although child busses are probably most useful in output busses, you
could also create child busses within a surround input bus – for exam-
ple if you want to record a stereo channel pair (e.g. front left-right) in
the surround bus to a separate stereo track.

Other bus operations

• To change the port assignment for a bus you proceed as when you
added it – make sure the channels are visible (by clicking the + button
next to the bus, or by clicking the “+ All” button at the top of the win-
dow) and click in the ASIO Device Port column to select ports.

• To remove a bus you don’t need, select it in the list, right-click (Win) or
[Ctrl]-click (Mac) and select “Remove Bus” from the pop-up menu.

• You can store and recall bus Presets with the pop-up menu at the top
of the window.
To store the current configuration as a preset, click the store (+) button and enter a name
for the preset. You can then select the stored configuration directly from the Presets pop-
up menu at any time. To remove a stored preset, select it and click the (-) button.

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VST Connections: Setting up input and output busses 2 – 19
Using the busses
This section describes briefly how to use the input and output busses
you have created. This is described in more detail in the chapters “Re-
cording” and “The mixer”.

Routing
When you play back an audio track (or any other audio channel in the
mixer – VST Instrument channels, ReWire channels, etc.), you route it
to an output bus. In the same way, when you record on an audio track
you select from which input bus the audio should be sent.

• For audio tracks, you can select input and output busses in the In-
spector, using the “In” and “Out” pop-up menus.

• For all audio-type channels, you select busses in the Input and Output
Settings panel at the top of each channel strip in the mixer.
For VST Instrument channels, ReWire channels, Group channels and FX channels you
will only be able to select output busses.

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2 – 20 VST Connections: Setting up input and output busses
• If the Input and Output Settings panel isn’t shown, click the Show Input
and Output Settings field in the common panel to the left in the mixer.

When selecting an input bus for a track you can only select busses that
correspond to the track’s channel configuration. Here are the details:
• Mono tracks can be routed to mono busses or individual channels within a
stereo or surround bus (input or output). You can also route a mono track to
the “whole” stereo or surround output bus, in which case a pan control (ste-
reo pan or surround panner) will be used to position the sound.
• Stereo tracks can be routed to stereo busses or stereo child busses within a
surround bus (input or output).
• Surround tracks can be routed to busses with the same number of speaker
channels as the track (or to corresponding child busses within a “larger” sur-
round bus).

Viewing the busses in the mixer


In the mixer, busses are represented by input and output channels
(shown in separate panes to the left and right in the window). You can
show or hide the input and output channels independently by clicking
the buttons Hide Input Channels and Hide Output Channels in the
mixer’s common panel to the left:

Hide Input Channels

Hide Output Channels

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VST Connections: Setting up input and output busses 2 – 21
Input channels

The input channels are shown to the left in the mixer. As you can see,
each input channel resembles a regular mixer channel strip. Here you
can do the following:
• Check and adjust the recording level using the Input Gain knobs and/or the
level fader.
See page 47.
• Change the phase of the input signal.
This is done by clicking the Input Phase button next to the Input Gain control.
• Add effects or EQ to the input bus.
See page 60 for an example of how to add effects to your recording at the input bus
stage.

❐ The settings you make in the input channel strip will be a permanent part
of the recorded audio file!

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2 – 22 VST Connections: Setting up input and output busses
Output channels

The output channels are shown to the right in the mixer. Here you can
do the following:
• Adjust the total output level for the busses with the faders.
For stereo output busses you can also adjust the stereo balance with the pan control.
• Add effects or EQ.
These will affect the whole bus. Examples of effects you may want to add here include
compressors, limiters and dithering. See page 239.

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VST Connections: Setting up input and output busses 2 – 23
NUENDO
2 – 24 VST Connections: Setting up input and output busses
3
Playback and the Transport
panel
Background
This chapter describes the various methods available for controlling
Playback and Transport functions in Nuendo.

The Transport panel


Below you can find a brief description of each item on the Transport
panel.

• You can customize the look of the Transport panel, hiding unneeded
controls and moving controls as desired – see page 710.
The pictures below show the Transport panel with all controls visible and in their de-
fault position. The Transport panel is divided into sections, from left to right.
Record mode pop-up
Cycle Record
mode pop-up

CPU load and Disk Cache meters Activates Auto Quantize

Left locator: record start point, punch Preroll setting and on/off switch
in point and beginning of Cycle
Nudge +/- 1 Frame
Activates punch in
Jog Wheel (project
scrubbing)
Activates punch out
Shuttle speed
Right locator: punch out point Postroll setting and on/off switch
and end of Cycle

Primary Time Display and format pop-up Exchange time formats Secondary position dis-
play and format pop-up

Nudge position
right/left

Position slider Record


Go to previous
marker or project Play
Rewind Stop
start Fast forward Cycle on/off
Go to next marker or project end

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3 – 26 Playback and the Transport panel
Precount on/off Show Markers (opens Marker window)

Metronome click on/off


Tempo follows Tempo
Jump to Marker
track on/off

Synchronization on/off The tempo and time signature display

Level Control (Output bus 1)

MIDI In (left meter)/


MIDI Out activity

Audio input activity (Input bus 1) Audio activity (Output bus 1)

• The main Transport functions (Cycle/Stop/Play/Record) can also be


shown on the toolbar.

In addition, various play options are available on the Transport menu.

Hiding and showing


The Transport panel is shown by default when you launch a new
project. To hide or show it, select the “Transport Panel” item from the
Transport menu (or use a key command - by default [F2]).

About Preroll and Postroll


These items are described in the chapter “Recording” – see page 77.

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Playback and the Transport panel 3 – 27
Customizing the Transport panel
You can customize the appearance of the Transport panel by right-
clicking (Win) or [Ctrl]-clicking (Mac) anywhere on the panel and mak-
ing selections on the pop-up menu that appears.

• On the upper half of the pop-up menu you can hide or show elements on the
panel by activating or deactivating the corresponding menu items.
• Selecting the Show All item displays all sections of the Transport panel.
• Selecting Default shows all sections in their default positions on the panel.
• The items in the lower half of the pop-up menu are preset configurations for
the Transport panel. You will also find your own stored presets here, for quick
selection.
• Selecting Setup brings up a dialog where you can set show/hide status for
the separate sections, configure where the sections should be placed on the
panel and store different Transport panel layouts as presets for instant recall.
For more about customizing the Transport panel, see page 710.

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3 – 28 Playback and the Transport panel
The numeric keypad
In the default Key Command settings, the numeric keypad on the
computer keyboard is assigned various Transport panel operations
The keypads are slightly different on PC and Macintosh computers:

PC:
Cycle On/Off Record
Num
Lock x —
Rewind
Go to Marker
number 3-9 7 8 9
Fast Forward

4 5 6 +
Go to right
locator Play

Go to left
1 2 3
locator

Stop 0 , Enter Return to Zero

Mac:
Cycle On/Off Record

num
lock = / * Rewind
Go to Marker
number 3-9
7 8 9 –
Fast Forward

4 5 6 +
Go to right
locator Play

Go to left 1 2 3
locator
enter
Stop 0 , Return to Zero

NUENDO
Playback and the Transport panel 3 – 29
Operations
Setting the project cursor position
There are several ways to move the project cursor position:
• By using Fast Forward and Rewind.
• By using the Jog/Shuttle/Nudge control on the Transport panel (see page 33).
• By dragging the project cursor in the lower part of the ruler.
• By clicking in the ruler.
Double clicking in the ruler will start or stop playback, moving the cursor at the same
time.
• If the option “Locate when Clicked in Empty Space” is activated in the Prefer-
ences dialog (Transport page) you can click anywhere in an empty section of
the Project window to move the cursor position.
• By changing the value in any of the position displays.
• By using the position slider above the transport buttons.
The range of the slider relates to the Length setting in the Project Setup dialog. Hence,
moving the slider all the way to the right will take you to the end of the project.
• By using markers (see page 150).
• By using playback options (see page 35).
• By using functions on the Transport menu.
The following functions are available:
Function Description

Locate Selection Moves the project cursor to the beginning of the current se-
lection. For this to be available, you must have selected one
or more events or parts, or made a selection range.
Locate Next/Previous This moves the project cursor to the closest marker to the right
Marker or left (see page 150).

Locate Next/Previous This moves the project cursor forwards or backwards respec-
Event tively, to the closest beginning or end of any event on the se-
lected track(s).

• If Snap is activated when dragging the project cursor, the Snap value is
taken into account. This can be helpful for finding exact positions quickly.
• There are also numerous key commands available for moving the
project cursor (in the Transport category in the Key Commands dialog).
For example, you can assign key commands to the “Step Bar” and “Step Back Bar” func-
tions, allowing you to move the project cursor in steps of one bar, backwards and forwards.

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3 – 30 Playback and the Transport panel
About the Transport panel display formats

Primary time display (left) and secondary time display (right).


The time unit shown in the ruler can be independent from the time unit
shown in the main time display on the Transport panel. This means
that you can display timecode in the transport position display and
bars and beats in the ruler, for example. In addition, there is a second-
ary time display to the right of the primary time display which is also in-
dependent, giving you three different time units shown at the same
time (in the Project window, you can also create additional ruler tracks
– see page 95).
The following rules apply:

• If you change the time format from the primary time display on the
Transport panel, this will apply to the ruler as well.
This is the same as changing the display format in the Project Setup. Therefore, to
have different display formats in the ruler and the main time display you should change
the format in the ruler.

• The primary time display format is set on the pop-up menu to the right
in the main position display.

• The setting here also determines the time format displayed for the left
and right locators.

• The secondary time display is completely independent, and the display


format is set on the pop-up menu to the right in the secondary position
display.

• You can swap time formats between the primary and secondary time
displays by clicking the double arrow symbol between them.

NUENDO
Playback and the Transport panel 3 – 31
The left and right locators
The left and right locators are a pair of position markers used for spec-
ifying punch-in and punch-out positions during recording, and as
boundaries for cycle playback and recording.
• When cycle mode is activated on the Transport panel, the area between
the left and right locator will be repeated (cycled) on playback.
However, if the right locator is positioned before the left, this will work as a “jump” or
“skip mode” – when the project cursor reaches the right locator it will immediately
jump to the left locator position and continue playback from there.
There are several ways to set locator positions:

• To set the left locator, press [Ctrl]/[Command] and click at the de-
sired position in the ruler.
Similarly, pressing [Alt]/[Option] and clicking in the ruler sets the right locator. You can
also drag the locator “handles” directly in the ruler.

The locators are indicated by the “flags” in the ruler. The area between the locators
is highlighted in the ruler and in the Project window (see page 724). Note that if the
right locator is before the left locator the area will be red in the ruler to indicate this.

• Click and drag in the upper half of the ruler to “draw” a locator range.
If you click on an existing locator range, you can drag to move it.
• Pressing [Ctrl]/[Command] and pressing [1] or [2] on the numeric
keypad sets the left or right locator to the project cursor position.
Similarly, you can press [1] or [2] on the numeric keypad (without [Ctrl]/[Command])
to set the project cursor position to the left or right locator position. Note that these are
default key commands – you can change these if you like.
• By creating cycle markers you can store any number of left and right
locator positions, which can be recalled by simply double clicking on
the corresponding marker (see page 154).
• The “Locators to Selection” item on the Transport menu (default key
command [P]) sets the locators to encompass the current selection.
This is available if you have selected one or several events or made a selection range.
• You can also adjust the locators numerically in the Transport panel.
Clicking the L/R buttons in the locator section on the Transport panel will move the
project cursor to the respective locator. If you press [Alt]/[Option] and click the L or R
button, the corresponding locator will be set to the current project cursor position.

NUENDO
3 – 32 Playback and the Transport panel
The Shuttle Speed control

The shuttle speed control (the outer wheel on the Transport panel) al-
lows you to play the project at any playback speed, forwards or back-
wards. This provides a quick way to locate or “cue” to any position in
the project.

• Turn the shuttle speed wheel to the right to start playback.


The further to the right you move the wheel, the faster the playback speed. You don’t
have to keep the mouse button pressed – playback will continue until you stop it.

• If you turn the wheel to the left instead, the project will play back-
wards.
Similarly, the playback speed depends on how far to the left you turn the wheel.

• To stop playback, click Stop as usual or turn the shuttle speed wheel
to the middle position.

Project scrubbing – the Jog Wheel

The middle wheel on the Transport panel serves as a jog wheel. By


clicking and dragging it to the right or left you will move the playback
position manually forwards or backwards – much like scrubbing on a
tape deck. This helps you pinpoint exact locations in the project.

• Note that the jog wheel is an “endless dial” – you can turn it as many
times as needed to move to the desired location.
The faster you turn the wheel, the faster the playback speed.

• If you click the jog wheel during playback, playback will automatically
stop.

NUENDO
Playback and the Transport panel 3 – 33
The nudge position buttons
The + and – buttons in the middle of the Shuttle/Jog Wheel allows
you to nudge the project cursor position to the right or left, respec-
tively. Each time you click a nudge button, the project cursor is moved
by one frame.

Options and Settings


The “Return to Start Position on Stop” preference
This setting is found on the Transport page in the Preferences dialog
(found on the File menu under Windows, on the Nuendo menu under
Mac OS X).

• If “Return to Start Position on Stop” is activated when you stop play-


back, the project cursor will automatically return to the position where
recording or playback last started.

• If “Return to Start Position on Stop” is deactivated, the project cursor


will remain at the position where you stop playback.
Pressing Stop again will return the project cursor to the position where recording or
playback last started.

About track disable/enable


For audio tracks, the track context menu contains an item named “Dis-
able Track”. This shuts down all disk activity for the track, as opposed
to using Mute, which merely turns down the output volume for a track.
For example, if you often record “alternative takes” you can easily build
up a large number of takes on different tracks. Even though these
tracks are muted, they are actually still “playing back” from the hard
disk during playback. This puts an unnecessary load on your disk sys-
tem, so using “Disable Track” is recommended for such situations.

• Select “Disable Track” for tracks that you want to keep in the project
for later use (but don’t want to play back now).
Select “Enable Track” from the track context menu to re-enable disabled tracks.

NUENDO
3 – 34 Playback and the Transport panel
Playback functions
Apart from the standard transport controls on the Transport panel, you
can also find a number of functions that can be used to control play-
back on the Transport menu. The items have the following functionality:
Option Description

Play from Selection Start This activates playback from the beginning of the currently
selected range.

Play from Selection End This activates playback from the end of the currently se-
lected range.

Play until Selection Start This activates playback two seconds before the start of the
currently selected range and stops at the selection start.

Play until Selection End This activates playback two seconds before the end of the
selected range and stops at the selection end.

Play until Next Marker This activates playback from the project cursor and stops at
the next marker.

Play Selection Range This activates playback from the start of the selected range
and stops at the selection end.

Loop Selection This activates playback from the start of the selected range
and continuously starts over again upon reaching the selec-
tion end.

❐ The functions listed above (except “Play until Next Marker”) are only avail-
able if you have selected one or more events or made a selection range.

NUENDO
Playback and the Transport panel 3 – 35
About Chase
Chase is basically a function that makes sure your MIDI instruments
sound as they should when you locate to a new position and start
playback. This is accomplished by having the program transmitting a
number of MIDI messages to your instruments each time you move to
a new position in the project, making sure all MIDI devices are set up
correctly with regard to program change, controller messages (such
as MIDI Volume) etc.
For example, let’s say you have a MIDI track with a program change
event inserted at the beginning. This event makes a synth switch to a
piano sound.
In the beginning of the first chorus you have another program change
event which makes the same synth switch to a string sound.
You now play back the song. It begins with the piano sound and then
switches to the string sound. In the middle of the chorus you stop and
rewind to some point between the beginning and the second program
change. The synth will now still play the string sound although in this
section it really should be a piano!
The Chase function takes care of that. If program change events are
set to be chased, Nuendo will track the music back to the beginning,
find the first program change and send this out, so that the synth is set
to the right sound.
The same thing can apply to other event types as well. The Chase
Events settings in the Preferences dialog–MIDI page determine which
event types will be chased when you locate to a new position and
start playback.

• Event types for which the checkbox is activated here will be chased.

NUENDO
3 – 36 Playback and the Transport panel
4
Recording
Background
This chapter describes the various recording methods that you can
use in Nuendo. As it is possible to record both audio and MIDI tracks
in Nuendo, both these recording methods are covered in this chapter.

Before you start


This chapter assumes that you are reasonably familiar with certain ba-
sic recording concepts, and that the following initial preparations have
been made:

• You have properly set up, connected and calibrated your audio hard-
ware.
This is described in the Getting Started book.

• You have opened a project and set the project setup parameters to
your specifications.
Project setup parameters determine the record format, sample rate, project length etc.
that affect the audio recordings you make during the course of the project. See page 97.

• If you plan to record MIDI, your MIDI equipment should be set up and
connected correctly.
See the Getting Started book.

NUENDO
4 – 38 Recording
Basic recording methods
This section describes the general methods used for recording. How-
ever, there are additional preparations and procedures that are specific
to audio and MIDI recording respectively. Make sure to read these sec-
tions before you start recording (see page 43 and page 64).

Record enabling a track


Nuendo can record on a single track or on several tracks (audio and/
or MIDI) simultaneously. To make a track ready for recording, click the
Record Enable button for the track in the Track list, in the Inspector or
in the mixer. When activated, the button(s) turn red, indicating record
ready mode.

Record Enable in the Inspector, Track list and mixer.

• If the option “Enable Record on Selected Track” is activated in the Pref-


erences dialog (Editing page), tracks are automatically record enabled
when you select them in the Track list.

• The exact number of audio tracks you can record simultaneously de-
pends on your computer CPU and hard disk performance.

NUENDO
Recording 4 – 39
Manually activating recording
You activate recording by clicking the Record button on the Transport
panel or toolbar, or by using the corresponding key command (by de-
fault [*] on the numeric keypad).
Recording can be activated from Stop mode (from the current cursor
position or from the left locator) or during playback:
• If you activate recording from Stop mode, and the option “Start Record at Left
Locator” is activated on the Transport menu, recording will start from the left
locator.
The preroll setting or the metronome count-in will be applied (see page 77).
• If you activate recording from Stop mode, and “Start Record at Left Locator” is
deactivated, recording will start from the current project cursor position.
• If you activate recording during playback, Nuendo will immediately enter Record
mode and start recording at the current project cursor position.
This is known as “manual punch in”.

Activating recording in Sync mode


If you are synchronizing the Nuendo transport to external equipment
(Sync is activated on the Transport panel) and you activate recording,
the program will go into “record ready” mode (the record button on
the Transport panel will light up). Recording then starts when a valid
timecode signal is received (or when you manually click the Play but-
ton). See page 614 for more information about synchronization.

NUENDO
4 – 40 Recording
Automatically activating recording
Nuendo can automatically switch from playback to recording at a
given position. This is known as “automatic punch in”. A typical use for
this would be if you need to replace a section of a recording, and want
to listen to what is already recorded, up to the recording start position.
1. Set the left locator to the position where you want recording to start.
2. Activate the Punch In button on the Transport panel.

Punch In activated.

3. Activate playback from some position before the left locator.


When the project cursor reaches the left locator, recording is automatically activated.

Stopping recording
Again, this can be done automatically or manually:

• If you click the Stop button on the Transport panel (or use the corre-
sponding key command, by default [0] on the numeric keypad), record-
ing is deactivated and Nuendo goes to Stop mode.

• If you click the Record button or use the key command for recording,
by default [*], recording is deactivated but playback continues.
This is known as “manual punch out”.

• If the Punch Out button is activated on the Transport panel, recording


will be deactivated when the project cursor reaches the right locator.
This is known as “automatic punch out”. By combining this with automatic punch in,
you can set up a specific section to record – again very useful if you want to replace a
certain part of a recording. See also page 76.

Punch In and Out activated.

NUENDO
Recording 4 – 41
Cycle recording
Nuendo can record and play back in a cycle – a loop. You specify
where the cycle starts and ends by setting the left and right locators.
When the cycle is active, the selected section is seamlessly repeated
until you hit Stop or deactivate cycle mode.

• To activate cycle mode, click the cycle button on the Transport panel.
If you now start playback, the section between the left and right locator is repeated in-
definitely until you stop.

Cycle activated

• To record in cycle mode, you can start recording from the left locator,
from before the locators or from within the cycle, from Stop mode or
during playback.
As soon as the project cursor reaches the right locator, it will jump back to the left lo-
cator and continue recording a new lap.

• The results of cycle recording depend on the selected cycle record


mode and are different for audio (see page 54) and MIDI (see page 69).

NUENDO
4 – 42 Recording
Audio recording specifics
Selecting a recording file format
The format of recorded files is set in the Project Setup dialog on the
Project menu. There are three settings: sample rate, record format (bit
depth) and record file type. While the sample rate is set once and for
all when you start working on a new project, the bit depth and file type
can be changed at any time.

Record file type


The Record File Type setting determines which type of files will be cre-
ated when you record:
File type Description

Wave File Wave files have the extension “.wav” and are the most common file for-
mat on the PC platform.

Wave 64 File Wave64 is a proprietary format developed by Sonic Foundry Inc. Audio-
wise it is identical to the Wave format, but the internal file structure
makes much larger file sizes possible. This is useful e.g. for long live re-
cordings in surround format, where the audio files could become huge.

Broadcast In terms of audio content, the same as regular Wave files, but with em-
Wave File bedded text strings for supplying additional information about the file
(see below).

AIFF File Audio Interchange File Format, a standard defined by Apple Computer
Inc. AIFF files have the extension “.aif” and are used on most computer
platforms. Like Broadcast Wave files, AIFF files can contain embedded
text strings (see below).

• If you select Broadcast Wave File or AIFF format, you can specify
Author, Description and Reference text strings that will be embedded
in the recorded file.
This is done on the Record–Broadcast Wave page in the Preferences dialog.

NUENDO
Recording 4 – 43
Record format (bit depth)
The available options are 16 bit, 24 bit and 32 bit float. Use the follow-
ing guidelines:
• Normally, select the record format according to the bit depth delivered by your
audio hardware.
For example, if your audio hardware has 20 bit A/D converters (inputs), you may want
to record at 24 bit resolution, to capture the full bit depth. On the other hand, if your
hardware has 16 bit inputs, it’s pointless to record with a higher bit depth – this will
only make the audio files larger, with no difference in audio quality. The exception is if
you record with effects – see page 60 for an example of this.
• The higher the bit depth, the larger the files and the more strain is put on the
disk system.
If this is an issue, you may want to lower the record format setting.

Setting up the track


Creating a track and selecting the channel configuration
In Nuendo, audio tracks can be configured as mono, stereo or sur-
round tracks, with almost any combination of channels (LCRS, 5.1,
7.1, 10.2 etc.). This allows you to record or import a file containing
multiple channels and treat it as one entity, with no need to split it up
into several mono files etc. The signal path for an audio track main-
tains its channel configuration all the way from the input bus, via EQ,
level and other mixer settings to the output bus.
You specify the channel configuration for a track when you create it:
1. Select Add Audio Track from the Track list context menu or the Project
menu (or double click in an empty area of the Track list when an audio
track is selected – when a MIDI track is selected, double clicking in
the Track list creates a new MIDI track).
A dialog appears with a channel configuration pop-up menu.

2. Select the desired format from the pop-up menu.


The most common formats are listed directly on the pop-up menu; the remaining sur-
round formats are listed on the “More...” submenu. For a list of the available surround
formats, see page 281.

3. Click OK.
A track appears, set to the specified channel configuration. In the mixer, a corresponding
channel strip appears. Note that you cannot change the channel configuration for a track.

NUENDO
4 – 44 Recording
Selecting an input bus for a track
Here we assume that you have added and set up the required input
busses (see the chapter “VST Connections: Setting up input and out-
put busses”). Before you record you need to specify from which input
bus the track should record. You can do this in the Inspector or in the
mixer:

• In the Inspector you select an input bus on the “in” pop-up menu in the
top section.
As described on page 86, the Inspector shows the settings for the selected track. You
show or hide the Inspector using the Inspector icon on the Project window toolbar.

Click here to show/hide the Inspector.

Click here to select an input


bus for the track.

• In the mixer you select an input bus on the Input Routing pop-up menu
at the top of the track’s channel strip.
If this pop-up menu isn’t shown, you need to click the Show Input and Output Settings
field in the common panel to the left. See page 183 for more about the mixer.

Click here to Click here to


show or hide the select an input
input and output bus for the track.
settings.

NUENDO
Recording 4 – 45
Selecting a folder for the recorded audio files
As described in the Getting Started book, each Nuendo project has a
project folder containing (among other things) an “Audio” folder. By
default, this is where recorded audio files are stored. However, you
can select record folders independently for each audio track if needed:
1. To select the same record folder for several audio tracks, you need to
select them by [Shift]- or [Ctrl]/[Command]-clicking in the Track list.
2. Right-click (Win) or [Ctrl]-click (Mac) in the Track list for one of the
tracks to bring up the track context menu.
3. Select “Set Record Folder”.
4. Use the file dialog that appears to navigate to the desired folder (or
create a new folder with the Create button).
Tip: if you want to have separate folders for different types of material (speech, ambi-
ent sounds, music, etc.) you can create subfolders within the Project’s “Audio” folder
and assign different tracks to different subfolders. This way, all audio files will still re-
side within the project folder which will make managing the Project easier.

• It’s fully possible to have different tracks record to totally different lo-
cations, on different disks if you like. However, if you need to move or
archive the Project, there is a risk of missing some files. The solution is
to use the Prepare Archive function in the Pool to gather all external
files into the project folder first – see page 444.

NUENDO
4 – 46 Recording
Setting input levels
When recording digital sound, it’s important to set the input levels
correctly – loud enough to ensure low noise and high audio quality,
but not so loud that clipping (digital distortion) occurs. When you
record, clipping can occur in two places in the signal path:
• In the audio hardware, when an analog input signal is converted to digital for-
mat.
If the analog signal is too loud, it cannot be represented properly in a digital format
(there will be no headroom). The result is clipping.
• When the audio signal is written to an audio file after passing through the in-
put busses.
Since you can adjust levels, add EQ or effects in the input busses, it’s possible to
make the signal too loud at that stage. Again, the result will be clipping.
For this reason, you may need to check the input levels “in two steps”:

Checking the signal level coming into the audio hardware


To check the level of the “unprocessed” signal coming into the audio
hardware you need to switch the level meters to “Input VU”. In this
mode the input channel level meters will show the level of the signal at
the input of the bus, before any adjustments such as input gain, EQ,
effects, level or pan:
1. Right-click (Win) or [Ctrl]-click (Mac) in the Mixer window.
The Mixer context menu appears.

2. Select the VU-Meter Settings submenu and make sure “Input VU” is
activated.
3. Play back the audio and check the level meter for the input channel.
The signal should be as loud as possible without exceeding 0 dB (the Clipping indica-
tor for the input bus should not light up).

The Clipping indicator.

NUENDO
Recording 4 – 47
4. If necessary, adjust the input level in one of the following ways:

• Adjust the output level of the sound source or external mixer.

• Use the audio hardware’s own application program to set the input
levels, if this possibility is provided.
See the documentation for the audio hardware.

• If your audio hardware supports the ASIO Control Panel function, it


may be possible to make input level settings.
To open the ASIO control panel, open the Device Setup dialog on the Devices menu
and click the Control Panel button on the Setup tab for the VST Multitrack device.
Instead of switching the level meter mode you can add an extra input
bus using the same audio inputs (see page 17) and use this bus
solely as a signal level meter (with “Post-Fader VU” mode always se-
lected). This bus should then always be “zeroed” (gain and level set to
0.0 dB, no effects or EQ added) to show the level of the input signal.

Checking the signal level after the input bus


Internally, Nuendo processes audio at 32 bit float resolution, which
makes it virtually impossible for clipping to occur. However, when the
signal is written to a file on disk clipping can occur, depending on the
selected record format (bit depth):

• If you record in 32 bit float format the bit depth will not be reduced –
which means there’s no risk of clipping at this stage.
Also, this preserves the signal quality perfectly. Therefore, you should consider using
32 bit float format when you are recording with effects (see page 60).

• If you record in 16 or 24 bit format the available headroom is lower


which means clipping can occur if the signal is too loud.
To avoid this, set the signal level in the following way:
1. Bring up the mixer context menu and select “Post-Fader VU” from the
VU-Meter Settings submenu.
2. Set up the input channel, adding EQ and/or effects as desired.
With some effects you may want to adjust the level of the signal going into the effect –
use the Input Gain knob for this (note that you need to press [Shift] or [Alt]/[Option] to
adjust the Input Gain).

NUENDO
4 – 48 Recording
3. Play back the audio and check the level meter of the input channel.
The signal should be as loud as possible without exceeding 0 dB (the Clipping indica-
tor for the input bus should not light up).

4. If necessary, use the input channel fader to adjust the signal level.

Monitoring
In this context, “monitoring” means listening to the input signal during
recording. There are three fundamentally different ways to do this: via
Nuendo, externally (by listening to the signal before it reaches Nuendo)
or by using ASIO Direct Monitoring (which is a combination of both of
the other methods – see page 51).

Monitoring via Nuendo


If you monitor via Nuendo, the input signal is mixed in with the audio
playback. The advantage of this is that you can adjust the monitoring
level and panning in the mixer, and add effects and EQ to the monitor
signal just as during playback (using the track’s channel strip – not the
input bus!). The disadvantage of monitoring via Nuendo is that the mon-
itored signal will be delayed according to the latency value (which de-
pends on your audio hardware and drivers). Therefore, monitoring via
Nuendo requires an audio hardware configuration with a low latency
value (see the Getting Started book).

• You can check the latency of your audio hardware in the Device Setup
dialog (VST Multitrack page).

• If you are using plug-in effects with large inherent delays, the automatic
delay compensation function in Nuendo will increase the latency.
If this is a problem you can use the Constrain Delay Compensation function while re-
cording - see page 268.

NUENDO
Recording 4 – 49
When monitoring via Nuendo, you can select one of four modes in the
Preferences dialog (VST page):

• Manual.
This option allows you to turn input monitoring on or off by clicking the Monitor button
in the Inspector, the Track list or in the mixer.
• While Record Enabled.
With this option you will hear the audio source connected to the channel input when-
ever the track is record enabled.
• While Record Running.
This option switches to input monitoring only during recording.
• Tapemachine Style.
This option emulates standard tapemachine behavior: input monitoring in Stop mode
and during recording, but not during playback.

External monitoring
External monitoring (listening to the input signal before it goes into
Nuendo) requires some sort of external mixer for mixing the audio
playback with the input signal. This can be a stand-alone physical
mixer or a mixer application for your audio hardware, if this has a mode
in which the input audio is sent back out again (usually called “Thru”,
“Direct Thru” or similar).
When using external monitoring, you cannot control the level of the
monitor signal from within Nuendo, or add VST effects or EQ to the
monitor signal. The latency value of the audio hardware configuration
does not affect the monitor signal in this mode.

• If you want to use external monitoring, you need to make sure that mon-
itoring via Nuendo isn’t activated as well.
Select the “Manual” monitoring mode in the Preferences dialog (VST page) and simply
don’t activate the Monitor buttons.

NUENDO
4 – 50 Recording
ASIO Direct Monitoring
If your audio hardware is ASIO 2.0 compatible, it may support ASIO
Direct Monitoring. In this mode, the actual monitoring is done in the
audio hardware, by sending the input signal back out again. However,
monitoring is controlled from Nuendo. This means that the audio hard-
ware’s direct monitoring feature can be turned on or off automatically
by Nuendo, just as when using internal monitoring.

• To activate ASIO Direct Monitoring, open the Device Setup dialog on


the Devices menu and use the Direct Monitoring checkbox on the
Setup tab for the VST Multitrack device.
If the checkbox is greyed out, your audio hardware (or its driver) doesn’t support ASIO
Direct Monitoring. Consult the audio hardware manufacturer for details.

• When ASIO Direct Monitoring is activated, you can select a monitor-


ing mode in the Preferences dialog (VST page), as when monitoring
via Nuendo (see page 49).

• Depending on the audio hardware, it may also be possible to adjust


monitoring level and panning from the mixer.
Consult the documentation of the audio hardware if in doubt.

• VST effects and EQ cannot be applied to the monitor signal in this


mode, since the monitor signal doesn’t pass through Nuendo.

• Depending on the audio hardware, there may be special restrictions


as to which audio outputs can be used for direct monitoring.
For details on the routing of the audio hardware, see its documentation.

• The latency value of the audio hardware configuration does not affect
the monitor signal when using ASIO Direct Monitoring.

NUENDO
Recording 4 – 51
Recording
Recording is done using any of the general recording methods (see
page 39). After you finish recording, an audio file has been created in
the Audio folder within the project folder. In the Pool, an audio clip is
created for the audio file, and an audio event that plays the whole clip
appears on the recording track. Finally, a waveform image is calculated
for the audio event. If the recording was very long, this may take a while.

• If the option “Create Audio Images During Record” is activated in the


Preferences dialog (Record page), the waveform image will be calcu-
lated and displayed during the actual recording process.
This real-time calculation uses some processing power – if your processor is slow or
you are working on a CPU-intensive project you should consider turning this option off.

Undoing recording
If you decide that you don’t like what you just recorded, you can delete
it by selecting Undo from the Edit menu. The following will happen:
• The event(s) you just created will be removed from the Project window.
• The audio clip(s) in the Pool will be moved to the Trash folder.
• The recorded audio file(s) will not be removed from the hard disk.
However, since their corresponding clips are moved to the Trash folder, you can delete
the files by opening the Pool and selecting “Empty Trash” from the Pool menu.

NUENDO
4 – 52 Recording
Recording overlapping events
The basic rule for audio tracks is that each track can play back a sin-
gle audio event at a time. This means that if two or more events are
overlapping, only one of them will be heard at any given time.
What happens when you record overlapping events (record in an area
where there’s already events on the track) depends on the Linear
Record Mode setting on the Transport panel:

• In “Normal” or “Merge” mode, recording where something has already


been recorded creates a new audio event that overlaps the previous
one(s).
When you record audio there is no difference between “Normal” and “Merge” mode –
the difference only applies to MIDI recording (see page 68).

• In “Replace” mode, existing events (or portions of events) that are


overlapped by the new recording will be removed.
This means that if you record a section in the middle of a longer existing recording, that
original event will be cut into two events with a gap for the new event.

Which event will be heard?


If two or more events are overlapping, you will only hear the events (or
portions of events) that are actually visible. Overlapped (hidden) events
or sections are not played back.

• The functions “Move to Front” and “Move to Back” on the Edit menu
(see page 118) are useful for managing overlapping events, as is the
“To Front” function (see below).

NUENDO
Recording 4 – 53
Recording audio in cycle mode
If you are recording audio in cycle mode, the result depends on two
factors:

• The Cycle Record Mode setting on the Transport panel.

• The “Audio Cycle Record Mode” setting in the Preferences dialog


(Record page).

Cycle Record Modes on the Transport panel

There are four different modes on the Transport panel, but the differ-
ences between two of the modes only apply to MIDI recording. For
audio cycle recording, the following applies:

• If “Keep Last” is selected, the last complete “take” (the last completely
recorded lap) is kept as an audio event.
In reality, all laps you recorded are saved in one audio file divided into regions – one re-
gion for each take. You can easily select a previous take for playback – this is done as
when recording in “Create Regions” mode (see page 56).

• If “Stacked” is selected, each take will appear as an event on a separate


“lane” on the track.
This is useful when you want to view and edit the different takes and eventually com-
bine them to one recording. In this mode, the Audio Cycle Record Mode preference
doesn’t matter. See page 58.

• If any of the other cycle recording modes is selected, the result depends
entirely on the Audio Cycle Record Mode setting in the Preferences.
These options are described below.

NUENDO
4 – 54 Recording
Create Events mode (Preferences)

When Audio Cycle Record Mode (Preferences–Record page) is set


to “Create Events”, the following will happen when you record audio
in cycle mode:
• One continuous audio file is created during the entire recording process.
• For each recorded lap of the cycle, one audio event is created.
The events will have the name of the audio file plus the text “Take *”, where “*” indi-
cates the number of the take.
• The last take (the last recorded lap) will be on top (and will thus be the one
you hear when you activate playback).
To select another take for playback, proceed a follows:
1. Right-click (Win) or [Ctrl]-click (Mac) the event and select “To Front”
from the pop-up menu that appears.
A submenu appears, listing all the other (obscured) events.

2. Select the desired take.


The corresponding event is brought to front.

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This method allows you to quickly combine the best parts of each
take, in the following way:
1. Use the Scissors tool to split the events in several sections, one for
each part of the take.
For example, if you recorded four lines of vocals (in each take), you can split the events
so that each line gets a separate event.

The events after splitting. Note that since the original take events overlap each
other, clicking with the Scissors tool will split all takes at the same position.

2. For each section of the take, use the “To Front” function to bring the
best take to the front.
This way, you can quickly combine the best sections of each take, using the first vocal
line from one take, the second line from another take and so on.
You can also compile a “perfect” take in the Audio Part Editor, as de-
scribed on page 398.

Create Regions mode (Preferences)


When Audio Cycle Record Mode (Preferences–Record page) is set
to “Create Regions”, the following will happen when you record audio
in cycle mode:
• One continuous audio file is created during the entire recording process.
• The audio event in the Project window shows the name of the audio file plus
the text “Take *” (with “*” being the number of the last completed cycle lap).
• If you play back the recorded event, you will only hear what was recorded dur-
ing the last lap of the cycle recording.
The previous “takes” recorded in the cycle are still available, however.
• The audio clip is divided into regions (called takes), one for each lap of the cycle
that was recorded.
If you locate the audio file you just recorded in the Pool, and click on the plus sign be-
side it, you can see the regions that have been created, one for each lap of the cycle
that was completed during recording.

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“Take” regions in the Pool window.

To play back the different “takes”, proceed as follows:


1. In the Project window, right-click (Win) or [Ctrl]-click (Mac) the event
that was created during cycle recording.
The Quick menu appears.

2. Select the “Set To Region” menu item.


A submenu appears with the takes you recorded during cycle record.

3. Now you can freely select any of the takes from the submenu and it
will replace the previous take event in the Project window.

Use this method to listen through the various takes. Select the best
single take, or compile a “perfect” take by cutting out the best bits from
each take and putting them together (see page 398).

Create Events + Regions mode (Preferences)


In this mode, both events and regions are created. If you work with the
takes as events in this mode, you can edit the events freely (e.g. splitting
them as described on page 55). However, in case you want to go back
to the original takes, they are still available as regions (on the “Set To
Region” submenu, in the Pool or in the Sample Editor).

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Recording 4 – 57
Recording audio in Stacked mode
When you record audio in cycle mode and the “Stacked” Cycle
Record Mode is selected on the Transport panel, the following hap-
pens:
• Each complete recorded cycle lap is turned into a separate audio event.
• The track is divided into “lanes”, one for each cycle lap.
• The events are stacked above each other, each on a different lane.

This makes it easy to create a “perfect take” by combining the best


parts from the different cycle laps:
1. Zoom in so you can work comfortably with the stacked events.
If you play back the recorded section, only the lowest (last) take will
be heard.
2. To audition another take, either mute the lower take(s) with the Mute
tool or move the takes between the lanes.
This can be done by dragging or by using the functions Move to Next Lane/Previous
Lane on the Quick menu or Edit menu.

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3. Edit the takes so that only the parts you want to keep can be heard.
You can cut events with the Scissors tool, resize them, mute them or delete them.

The sections that will be heard are indicated in green.

4. When you are satisfied with the result, select all events on all lanes
and select “Delete Overlaps” from the Advanced submenu on the Au-
dio menu.
This puts all events back on a single lane and resizes events so that overlapped sec-
tions are removed.

5. To turn off the lane display mode for the track, click the Lane Display
Type button in the track list and select “Lanes Off”.
If the button is hidden, you can bring it to view in the Track Controls Settings dialog –
see page 714.

The Lane Display Type button.

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Recording 4 – 59
Recording with effects
Normally you record the audio signals “dry” and add effects non-de-
structively during playback as described in the chapter “Audio effects”.
However, Nuendo also allows you to add effects (and/or EQ) directly
while you are recording. This is done by adding insert effects and/or
making EQ settings for the input channel in the mixer. Note:

• This will make the effects become part of the audio file itself – you can-
not change the effect settings after recording.

About the record format


When you record with effects you should consider setting the record
format (bit depth) to 32 Bit Float. This is done in the Project Setup di-
alog on the Project menu. Note that this isn’t required in any way –
you can record with effects in 24 or 16 Bit format should you so like.
However, there are two advantages to 32 Bit Float format:

• With 32 Bit Float recording you don’t risk clipping (digital distortion)
in the recorded files.
This can of course be avoided with 24 or 16 Bit recording as well, but requires more
care with the levels.

• Nuendo processes audio internally in 32 Bit Float format – recording


in the same format means the audio quality will be kept absolutely
pristine.
The reason is that the effect processing in the input channel (as well as any level or EQ
settings you make there) is done in 32 Bit Float format. If you record at 16 or 24 Bit,
the audio will be converted to this lower resolution when it’s written to file – with pos-
sible signal degradation as a result.
Note also that it doesn’t matter at which actual resolution your audio
hardware works. Even if the signal from the audio hardware is in 16 Bit
resolution, the signal will be 32 Bit Float after the effects are added in
the input channel.

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An example
This example shows how to apply the DeNoiser noise reduction effect
while recording. This could be useful if you are recording noisy mate-
rial (e.g. from an old tape or vinyl record). Note that this is only an ex-
ample – you could add any effect (or any combination of effects) to a
recording in the same way.
1. Set up an audio track for recording and select the desired input bus.
Also, for best results you should activate monitoring as this allows you to hear and try
out your settings before actually recording. See page 49 for a description of monitor-
ing via Nuendo.

2. Open the Mixer and make sure the full extended view is shown.

Click here to show the


extended panel.

3. Locate the input channel (bus) from which you record.


If the input channels are hidden, click on the Show/Hide Input Channels button to the left.

4. Check the input level (of the signal coming into the audio hardware)
as described on page 47 and adjust the level of the source audio if
necessary.

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Recording 4 – 61
5. Pull down the View Options pop-up menu for the input channel and
select “Inserts”.

The View Options pop-up menu is opened by clicking the arrow button between the
fader panel and the extended panel.

Now the extended panel for the input channel shows the insert slots.
6. Click on an insert slot and select an effect from the pop-up menu that
appears.
As you see, the included effects are sorted into submenus – you will find the DeNoiser
effect on the “Restoration” submenu.
The effect is loaded and activated and its control panel is automati-
cally opened.

7. Play back a bit of your source audio to let the DeNoiser analyze the
material and “learn” the signal.

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8. Use the Offset slider to set the light green line in the display just
above the yellow noise floor graph.
9. Play back the source audio and use the Reduction and Ambience slid-
ers to set the optimum noise reduction.
The Reduction slider governs the amount of noise reduction – lower it to remove more
noise. The Ambience slider helps restoring the natural ambience in the audio which
can otherwise be lost in the noise reduction process – raise this a bit if you find the
sound lifeless or sterile. For more on the DeNoiser parameters, see the separate Audio
Effects pdf.

10.When the effect is set up as desired, you should check the level of the
input channel (by setting the VU Meters to post-fader, see page 48).
Use the input channel fader to adjust the level if needed.

11.Activate recording.
12.When you’re finished you can play back the recorded audio track.
As you can hear, the noise reduction you applied is now a part of the actual audio file.

13.If you don’t want to record more with the same plug-in, you should de-
activate it by clicking in the insert slot and selecting “No Effect”.

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Recording 4 – 63
MIDI Recording Specifics
Activating MIDI Thru
As described in the Getting Started book, the normal way to work with
MIDI is to have MIDI Thru activated in Nuendo, and Local Off selected
in your MIDI Instrument(s). In this mode, everything you play during re-
cording will be “echoed” back out again on the MIDI output and chan-
nel selected for the recording track.
1. Make sure the option “MIDI Thru Active” is activated in the Preferences
dialog (MIDI page).
2. Record enable the track(s) on which you want to record.
Now, incoming MIDI is “echoed” back out again, for all record enabled MIDI tracks.

Record Enable button. Monitor button.

• If you just want to use the Thru function for a MIDI track without record-
ing, activate the monitor button for the track instead.
This is useful e.g. if you want to try out different sounds or play a VST instrument in real
time without recording your playing.

Setting MIDI channel, input and output


Setting the MIDI channel in the instrument
Most MIDI synthesizers can play several sounds at the same time, each
on a different MIDI channel. This is the key to playing back several
sounds (bass, piano etc.) from the same instrument. Some devices
(such as General MIDI compatible sound modules) always receive on
all 16 MIDI channels. If you have such an instrument, there’s no specific
setting you need to make in the instrument. On other instruments you
will have to use the front panel controls to set up a number of “Parts”,
“Timbres” or similar so that they receive on one MIDI channel each.
See the manual that came with your instrument for more information.

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4 – 64 Recording
Naming MIDI ports in Nuendo
MIDI inputs and outputs can often be shown with unnecessarily long
and complicated names. If you wish, you can rename your MIDI ports
to more descriptive names:
1. Open the Device Setup dialog from the Devices menu.
2. Select the Windows MIDI or DirectMusic (Win) or MIDI System (Mac)
device in the Device list.
The available MIDI inputs and outputs are listed on the Setup tab. Under Windows,
which device to choose depends on your system.

3. To change the name of a MIDI port, click in the Device column and
type in a new name.
After closing the dialog, the new names will appear on the MIDI “in:” and “out:” pop-ups.

Setting the MIDI input in the Inspector


You select MIDI inputs for tracks in the Inspector – the area to the left
of the Track list in the Project window:
1. If the Inspector is hidden, click the Show Inspector button on the tool-
bar.

2. Select the track by clicking in the Track list.


The Inspector shows the settings for the selected track (for details, see page 86).

3. Click the icon in the upper right corner of the Inspector to make sure
the topmost section is shown.

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Recording 4 – 65
4. Pull down the “in” pop-up menu and select an input.
The available MIDI inputs are shown. The items on the menu depend on the type of
MIDI interface you are using etc.

• If you select the “All MIDI Inputs” option, the track will receive MIDI
data from all available MIDI inputs.

• If you hold down [Ctrl]/[Command] and select a MIDI input, this is se-
lected for all MIDI tracks.

Setting the MIDI channel and output


The MIDI channel and output settings determine where the recorded
MIDI is routed during playback, but are also relevant for MIDI Thru in
Nuendo. Channel and output can be selected in the Track list or in the
Inspector. The procedure below describes how to make the settings
in the Inspector, but it can be done in largely the same manner in the
Track list as well.
1. To show the settings in the Inspector, proceed as when selecting a
MIDI input (see above).
2. Pull down the “out:” pop-up menu and select an output.
The available MIDI outputs are shown. The items on the menu depend on what type of
MIDI interface you are using etc.

• If you hold down [Ctrl]/[Command] and select a MIDI output, this is


selected for all MIDI tracks.

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4 – 66 Recording
3. Use the “chn” pop-up menu to select a MIDI channel for the track.

• If you set the track to MIDI channel “Any”, each MIDI event on the track
will be sent out on the channel stored in the event itself.
In other words, the MIDI material will be played back on the channel(s) used by the
MIDI input device (the MIDI instrument you play during recording).

Selecting a sound
You can select sounds from within Nuendo, by instructing the pro-
gram to send Program Change and Bank Select messages to your
MIDI device. This is done using the “prg” and “bnk” value fields in the
Inspector or Track list.

Program Change messages give access to 128 different program loca-


tions. If your MIDI instruments have more than 128 programs, Bank Se-
lect messages (set in the “bnk” value field) allow you to select different
banks, each containing 128 programs.

• Bank Select messages are recognized differently by different MIDI instru-


ments. Also, the structure and numbering of banks and programs may
vary. Consult the documentation of your MIDI instruments for details.

• Note that it is also possible to select sounds by name. For descriptions


of how to set this up, see the separate “MIDI devices and features” pdf
document.

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Recording 4 – 67
Recording
Recording MIDI is done according to the basic recording methods
(see page 39). When you finish recording, a part containing MIDI
events is created in the Project window.

About overlap and the Rec Mode setting


MIDI tracks are different from audio tracks when it comes to overlap-
ping parts:

• All events in overlapping parts are always played back.


If you record several parts at the same locations (or move parts so that they overlap),
you will hear the events in all parts on playback, even though some of the parts are ob-
scured in the Project window.
When recording overlapping parts, the result depends on the Rec
Mode setting on the Transport panel:
• If Rec Mode is set to “Normal”, overdub recording works as with audio tracks,
i.e. if you record again where something has already been recorded, you get a
new part that overlaps the previous one(s).
• If Rec Mode is set to “Merge”, the overdubbed events are added to the exist-
ing part.
• If Rec Mode is set to “Replace”, the new recording replaces any existing
events in the area on that track.

About punch in and out on MIDI tracks


Performing and setting up manual and automatic punch in/out record-
ing for MIDI tracks is done in exactly the same way as for audio tracks.
There is one thing to note, however:

• Punching in and out on recordings with Pitch Bend or controller data


(modulation wheel, sustain pedal, volume etc.) may lead to strange ef-
fects (apparently hanging notes, constant vibrato etc.).
If this happens, you may need to use the Reset item on the MIDI menu (see page 72).

About the Auto Quantize function


If Auto Quantize is activated on the Transport panel (the “Auto Q” but-
ton), the notes you record are automatically quantized according to
the current Quantize settings. For more information about quantizing,
see page 469.

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Recording MIDI in cycle mode
When you record MIDI in cycle mode, the result depends on which
Cycle Record mode is selected on the Transport panel:

Cycle Rec mode: Mix (MIDI)


For each completed lap, everything you record is added to what was
previously recorded, in the same part. This is useful for building up
rhythm patterns, for example. Record a hi-hat part on the first lap, the
bass drum part on the second lap etc.

Cycle Rec mode: Overwrite (MIDI)


As soon as you play a MIDI note (or send any MIDI message) all MIDI
you have recorded on previous laps is overwritten – from that point on
in the part. An example:
1. You start recording in an eight bar cycle.
2. The first take wasn’t good enough – you start directly with a new take
on the next cycle lap and overwrite the first take.
3. After recording the second take you let the recording roll on and lis-
ten, without playing anything.
You find that the take was good up until bar seven, for example.

4. On the next lap, you wait until bar seven and start playing.
This way you will overwrite the last two bars only.

5. Make sure you stop playing before the next lap begins – otherwise
you will overwrite the entire take.

Cycle Rec mode: Keep Last


Each completed lap replaces the previously recorded lap. Note:

• The cycle lap must be completed – if you deactivate recording or


press Stop before the cursor reaches the right locator, the previous
take will be kept.

• If you don’t play or input any MIDI during a lap, nothing happens (the
previous take will be kept).

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Recording 4 – 69
Cycle Rec mode: Stacked
In this mode, the following happens:
• Each recorded cycle lap is turned into a separate MIDI part.
• The track is divided into “lanes”, one for each cycle lap.
• The parts are stacked above each other, each on a different lane.
• All takes but the last one are muted.

This makes it easy to create a “perfect take” by combining the best


parts from the different cycle laps. You can edit the parts in the
Project window (by cutting, resizing and deleting) or you can use a
MIDI editor as in the following example:
1. Unmute the muted takes by clicking the parts with the Mute tool.
2. Select all takes (parts) and open them in the Key Editor for example.
3. Use the part list pop-up menu on the toolbar to select which part to
edit.
See page 490.

4. Remove or edit notes as desired.


5. When you are happy with the result, close the editor.
6. To turn it all into a single MIDI part (containing your “perfect take”), se-
lect all parts and select Merge MIDI in Loop from the MIDI menu.
7. In the dialog that appears, activate the Erase Destination option and
click OK.
The remaining events in the parts are merged together into a single part.

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4 – 70 Recording
Recording different types of MIDI messages

❐ You can decide exactly which event types should be recorded by using
the MIDI filters – see page 75.

Notes
With MIDI, when you press and release a key on your synth or other
MIDI keyboard, a Note On (key down) and a Note Off (key up) message
are sent out. The MIDI note message also contains the information
which MIDI channel was used. Normally, this information is overridden
by the MIDI channel setting for the track, but if you set the track to MIDI
channel “Any”, the notes will be played back on their original channels.

Continuous messages
Pitch bend, aftertouch and controllers (like modulation wheel, sustain
pedal, volume etc.) are considered as MIDI continuous events (as op-
posed to the momentary key down and key up messages). If you move
the Pitch bend wheel on your synthesizer while recording, this move-
ment is recorded together with the key (Note On and Note Off mes-
sages), just as you’d expect. But the continuous messages can also
be recorded after the notes have been recorded (or even before). They
can also be recorded on their own tracks, separately from the notes to
which they belong.
Say for instance that you record one or several bass parts on track 2.
If you now set another track, like track 55, to the same output and
MIDI channel as track 2 you can make a separate recording of just
pitch bends for the bass parts. This means that you activate recording
as usual and only move the pitch bend wheel during the take. As long
as the two tracks are set to the same output and MIDI channel it will
appear to the MIDI instrument as if the two recordings were made at
the same time.

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Recording 4 – 71
Program Change messages
Normally, when you switch from one program to another on your key-
board (or whatever you use to record), a number corresponding to that
program is sent out via MIDI as a Program Change message. These
can be recorded on the fly with the music, recorded afterwards on a
separate track, or manually entered in the Key or List Editors.

System Exclusive messages


System Exclusive (SysEx) is a special type of MIDI message used to
send data that only makes sense to a unit of a certain make and type.
Every major MIDI manufacturer has its own SysEx identity code and
these are part of practically all SysEx messages. SysEx can be used
to transmit a list of the numbers that make up the settings of one or
more sounds in a synth. For more about viewing and editing SysEx
messages, see the separate “MIDI devices and features” document.

The Reset function


The Reset function on the MIDI menu sends out note-off messages
and resets controllers on all MIDI channels. This is sometimes neces-
sary if you experience hanging notes, constant vibrato, etc.

• Nuendo can also automatically perform a MIDI reset during playback


(after each part) and/or on stop.
You turn these functions on or off in the Preferences dialog (MIDI page).

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Retrospective Record
This feature allows you to capture any MIDI notes you play in Stop
mode or during playback and turn them into a MIDI part “after the fact”.
This is possible due to the fact that Nuendo can capture MIDI input in
buffer memory, even when not recording.
Proceed as follows:
1. Enable the Retrospective Record function in the Preferences dialog
(Record page).
This activates the buffering of MIDI input, making Retrospective Record possible.

2. Make sure a MIDI track is record enabled.


3. When you have played some MIDI material you want to capture (either
in Stop mode or during playback), select Retrospective Record from
the Transport menu (or use the key command, by default [Shift]-[Pad*]).
The contents of the MIDI buffer (i.e. what you just played) is turned into
a MIDI part on the record enabled track. The part will appear where the
project cursor was when you started playing – this means that if you
played along during playback, the captured notes will end up exactly
where you played them in relation to the project.

• The Retrospective Record Buffer Size setting in the Preferences dia-


log (Record page) determines how much data can be captured.

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Recording 4 – 73
MIDI Preferences
The following options and settings in the Preferences dialog affect
MIDI recording and playback:

MIDI page

• Length Adjustment
Adjusts the length of notes so that there always is a short time between the end of one
note and the start of another (of the same pitch and on the same MIDI channel). You
set the time in ticks. By default there are 120 ticks per 1/16 note, but you can adjust
this with the MIDI Display Resolution setting on the same page.

Record page

• Snap MIDI Parts to Bars


When this is activated, recorded MIDI parts will automatically be lengthened to start
and end at whole bar positions. If you are working in a Bars+Beats-based context, this
can make editing (moving, duplicating, repeating, etc.) easier.

• Solo Record in MIDI Editors


If this is activated and you open a part for editing in a MIDI editor, its track is automati-
cally record enabled. Furthermore, Record Enable is deactivated for all other MIDI
tracks until you close the editor again.
This makes it easier to record MIDI data when you’re editing a part – you will always be
sure the recorded data ends up in the edited part and not on any other track.

• MIDI Record Catch Range in ms


When you record starting at the left locator, this setting helps you make sure the very
start of the recording is included. A very annoying scenario is when you have recorded
a perfect MIDI take, only to find out that the very first note wasn’t included – because
you started playing a little bit too early! If you raise the Record Catch Range, Nuendo will
catch the events played just before the recording start point, eliminating this problem.

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Filtering MIDI

The MIDI–MIDI Filter page in the Preferences dialog allows you to


prevent certain MIDI messages from being recorded and/or “thruput”
(echoed by the MIDI Thru function).
The dialog is divided into four sections:
Section Description

Record Activating any of these options prevents that type of MIDI message from
being recorded. It will, however, be thruput, and if already recorded, it
will play back normally.

Thru Activating any of these options prevents that type of MIDI message from
being thruput. It will, however, be recorded and played back normally.

Channels If you activate a channel button, no MIDI messages on that MIDI channel
will be recorded or thruput. Already recorded messages will, however,
be played back normally.

Controller Allows you to prevent certain MIDI controller types from being recorded
or thruput.
To filter out a controller type, select it from the list at the top of the
Controller section and click “Add”. It will appear on the list below.
To remove a controller type from the list (allow it to be recorded and
thruput), select it in the lower list and click “Remove”.

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Recording 4 – 75
Options and Settings
Recording-related Preferences
A couple of settings in the Preferences dialog (Transport page) are
relevant for recording. Set these according to your preferred method
of work:

Deactivate Punch In on Stop


If this is activated, punch in on the Transport panel is automatically de-
activated whenever you enter Stop mode.

Stop after Automatic Punch Out


If this is activated, playback will automatically stop after automatic
punch out (when the project cursor reaches the right locator and
punch out is activated on the Transport panel). If the postroll value on
the Transport panel is set to a value other than zero, playback will con-
tinue for the set time before stopping (see below).

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About Preroll and Postroll

Preroll value field and on/off switch.

Postroll value field and on/off switch.

The preroll and postroll value fields (below the left/right locator fields)
on the Transport panel have the following functionality:
• By setting a preroll value, you instruct Nuendo to “roll back” a short section
whenever playback is activated.
This applies whenever you start playback, but is perhaps most relevant when recording
from the left locator (punch in activated on the Transport panel) as described below.
• By setting a postroll value, you instruct Nuendo to play back a short section
after automatic punch out, before stopping.
This is only relevant when punch out is activated on the Transport panel and “Stop
after Automatic Punchout” is activated in the Preferences dialog (Transport page).
• To turn pre- or postroll on or off, click the corresponding button on the Trans-
port panel (next to the pre/postroll value) or use the “Use Preroll” and “Use
Postroll” options on the Transport menu.
An example:
1. Set the locators to where you want to start and end recording.
2. Activate punch in and punch out on the Transport panel.
3. Activate the option “Stop after Automatic Punchout” in the Preferences
dialog (Transport page).
4. Set suitable preroll and postroll times by clicking in the corresponding
fields on the Transport panel and typing in time values.
5. Activate pre- and postroll by clicking the buttons next to the preroll
and postroll times so that they light up.
6. Activate recording.
The project cursor “rolls back” by the time specified in the preroll field and playback
starts. When the cursor reaches the left locator, recording is automatically activated.
When the cursor reaches the right locator, recording is deactivated, but playback contin-
ues for the time set in the postroll field before stopping.

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Recording 4 – 77
Using the metronome
The metronome will output a click that can be used as a timing refer-
ence. The two parameters that govern the timing of the metronome are
tempo and time signature, and these are edited in the Tempo Track
window (see page 554).
You can use the metronome for a click during recording and/or play-
back or for a precount (count-in) that will be heard when you start re-
cording from Stop mode. Click and precount are activated separately:
• To activate the metronome, click the Click button on the Transport panel.
You can also select “Metronome On” from the Transport menu or use the correspond-
ing key command (by default [C]).
• To activate the precount, click the Precount button on the Transport panel.
You can also select “Precount On” from the Transport menu or set up a key command
for this.

Click on/off Precount on/off

Metronome settings
You make settings for the metronome in the Metronome Setup dialog,
opened from the Transport menu.

The metronome can use either an audio click played back via the au-
dio hardware, send MIDI data to a connected device which will play
back the click or do both.

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4 – 78 Recording
The following metronome settings can be made in the dialog:
Parameter Description

MIDI Click on/off Selects whether or not the metronome will sound via MIDI.

MIDI Output Use the pop-up to select a MIDI output for the metronome click.

Channel Selects the MIDI channel for the metronome click.

High Note Sets the MIDI note number for the “high note” (the first beat in a
bar).

High Velocity Sets the velocity value for the “high note” (the first beat in a bar).

Low Note Sets the MIDI note number for the “low note” (the other beats).

Low Velocity Sets the velocity value for the “low note” (the other beats).

Audio Click on/off Selects whether or not the metronome will sound via the audio
hardware.

Audio Click Volume Adjusts the volume for the audio click.
slider

Click during Allows you to specify whether the metronome should be heard
during playback, recording or both (when Click is activated on the
Transport panel).

Use Count Base If this option is activated, you use the field to the right to specify
the “rhythm” of the metronome. Normally, the metronome plays
one click per beat, but setting this to e.g. “1/8” gives you eighth
notes – two clicks per quarter note beat. It’s also possible to cre-
ate unusual metronome rhythms such as triplets etc.

Precount Bars Sets the number of bars the metronome will count in before it
starts recording if precount is activated on the Transport panel.

From Tempo Track When this is activated, the precount will be in the time signature
set in the Tempo track. Furthermore, any tempo changes in the
Tempo track during the precount will be applied.

Use Signature If “From Tempo Track” is deactivated, you can use these fields to
set a time signature for the precount. In this mode, tempo changes
in the Tempo track won’t affect the precount.

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Recording 4 – 79
NUENDO
4 – 80 Recording
5
The Project window
Background
The Project window is the main window in Nuendo. This provides you
with an overview of the project, allowing you to navigate and perform
large scale editing. Each project has one Project window.

About tracks

The Project window is divided vertically into tracks, with a timeline run-
ning horizontally from left to right. The following track types are avail-
able:
Track type Description

Audio For recording and playing back audio events and audio parts. Each au-
dio track has a corresponding audio channel in the mixer.
An audio track can have any number of automation “subtracks” for auto-
mating mixer channel parameters, insert effect settings etc.

Folder Folder tracks function as containers for other tracks, making it easier to
organize and manage the track structure. They also allow you to edit sev-
eral tracks at the same time. See page 141.

FX Channel FX channel tracks are used for adding send effects. Each FX channel
can contain up to eight effect processors – by routing effect sends from
an audio channel to an FX channel, you send audio from the audio chan-
nel to the effect(s) on the FX channel. Each FX channel has a corre-
sponding channel strip in the mixer – in essence an effect return
channel. See page 242 for more about FX Channel tracks and send ef-
fects.
An FX channel can also have any number of automation subtracks for au-
tomating mixer channel parameters, effect settings etc. All FX channel
tracks are automatically placed in a special FX channel folder in the
Track list, for easy management.

Group By routing several audio channels to a Group channel, you can submix
Channel them, apply the same effects to them, etc. (see page 219).
A Group channel track contains no events as such, but displays settings
and automation curves for the corresponding Group channel. Each
Group channel track has a corresponding channel strip in the mixer. In
the Project window, Group channels are organized as subtracks in a
special Group Tracks folder.

MIDI For recording and playing back MIDI parts. Each MIDI track has a corre-
sponding MIDI channel strip in the mixer.
A MIDI track can have any number of automation “subtracks” for auto-
mating mixer channel parameters, insert and send effect settings etc.

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5 – 82 The Project window
Track type Description

Marker The Marker track displays markers, and allows you to move and rename
them directly in the Project window (see page 154). There can only be
one Marker track in the project.

Ruler Ruler tracks contain additional rulers, displaying the timeline from left to
right. You can use any number of ruler tracks, each with a different dis-
play format if you wish. See page 94 for more information about the ruler
and the display formats.

Video For playing back video events. A project can only have one Video track.

About parts and events


Events are the basic building blocks in Nuendo. Different event types
are handled differently in the Project window:
• Video events and automation events (curve points) are always viewed and re-
arranged directly in the Project window.
• MIDI events are always gathered in MIDI parts, containers for one or more
MIDI events. MIDI parts are rearranged and manipulated in the Project win-
dow. To edit the individual MIDI events in a part, you have to open the part in
a MIDI editor (see page 488).
• Audio events can be displayed and edited directly in the Project window, but
you can also work with audio parts containing several events. This is useful if
you have a number of events which you want to treat as one unit in the project.

An audio event and an audio part.

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The Project window 5 – 83
Window Overview
The info line. Project overview The toolbar. The ruler.

The Inspector. Track list with various The event display, showing
track types. audio parts and events, MIDI
parts, automation, markers, etc.

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5 – 84 The Project window
The Track list
The Track list is the area to the left in the Project window. It contains
name fields and various settings for the tracks. Different track types
have different controls in the Track list. To see all the controls you may
have to resize the track in the Track list (see page 100):

• The Track list area for an audio track:


Track name Monitoring on/off
Mute & Solo Record Enable Automation Read/
Write buttons
Output activity
Show/hide
indicator
automation
Lock track button
Edit channel settings
Musical/Linear time
Indicates whether effect sends, EQ or insert
base (see page 110)
effects are activated for the track. Click to bypass.

• The Track list area for an automation subtrack (revealed by clicking


the + button on a track):
Expand automation track
(show more parameters) Automation Read/Write buttons

Mute Lock track button Automation parameter


(click to select parameter)

• The Track list area for a MIDI track:


Record Enable Drum map assign button MIDI channel
Solo Track name Monitoring on/off Lock track button
Mute

MIDI Output Automation Read/ Bank Program Output activity


Write buttons indicator

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The Project window 5 – 85
The Inspector
The area to the left of the Track list is called the Inspector. This shows
additional controls and parameters for the track you have selected in
the Track list. If several tracks are selected (see page 106), the In-
spector shows the setting for the first (topmost) selected track.
To hide or show the Inspector, click the Inspector icon in the toolbar.

The Inspector icon.

• For most track classes, the Inspector is divided into a number of sec-
tions, each containing different controls for the track. You can hide or
show sections by clicking the tabs in their top right corner.
Clicking the tab for a hidden section brings it to view and hides the other sections.
[Ctrl]/[Command]-clicking the tab allows you to hide or show a section without affect-
ing other sections. Finally, [Alt]/[Option]-clicking a tab shows or hides all sections in
the Inspector.

• Folding a section does not affect the functionality but merely hides the
section from view.
In other words, if you have set up a track parameter or activated an effect for example,
your settings will still be active even if you fold the Inspector section.
Which sections are available in the Inspector depends on the selected
track’s class.

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5 – 86 The Project window
Sections

In general, the Inspector contains the same controls as the Track list,
but there are also some additional buttons and parameters. Below is a
list of all common, possible settings and sections, their controls and
usage, followed by descriptions of which sections are actually avail-
able for each type of track:
Parameter Description

Auto Fades Opens a dialog in which you can make separate Auto Fade settings
Settings button for the track. See page 179.

Edit button Opens the Channel Settings window for the track, allowing you to
view and adjust effect and EQ settings, etc. See page 209.

Volume Use this to adjust the level for the track. Changing this setting will
move the track’s fader in the mixer window, and vice versa. See page
199 to learn more about setting levels.

Pan Use this to adjust the panning of the track. As with the Volume set-
ting, this corresponds to the Pan setting in the mixer.

Delay This adjusts the playback timing of the audio track. Positive values
delay the playback while negative values cause the track to play ear-
lier. The values are set in milliseconds.

In This lets you specify which Input bus the track should use (see page
14 for information about Input busses).

NUENDO
The Project window 5 – 87
Parameter Description

Out Here, you decide to which output bus (see page 14) the track should
be routed. Audio tracks can also be routed to a Group channel instead.

Inserts section Allows you to add insert effects to the track, see page 232. The Edit
button at the top of the section opens the control panels for the
added insert effects.

Equalizers Lets you adjust the EQs for the track. You can have up to four bands
section of EQ for each track, see page 211. The Edit button at the top of the
section opens the Channel Settings window for the track.

Equalizer Curve Lets you adjust the EQs for the track graphically, by clicking and
section dragging points in a curve display.

Sends section Allows you to route an audio track to one or several FX channels (up
to eight), see page 242. For MIDI tracks, this is where you assign
MIDI send effects. The Edit button at the top of the section opens the
control panel for the first effect in each FX channel.

Channel section Shows a duplicate of the corresponding mixer channel strip. The
channel overview strip to the left lets you activate and deactivate
insert effects, EQs and sends.

Notepad section This is a standard text notepad, allowing you to jot down notes about
the track.

Network section This contains controls related to Nuendo’s Network functions. See
the Networking pdf document for information.

Audio tracks
For audio tracks, all settings and sections listed above are available.

MIDI tracks
When a MIDI track is selected, the Inspector contains a number of ad-
ditional sections and parameters, affecting the MIDI events in real time
(e.g. on playback). Which sections are available for MIDI tracks is de-
scribed in a separate chapter, see page 451.

Marker tracks
When a marker track is selected, the Inspector shows the marker list.
See page 150.

NUENDO
5 – 88 The Project window
Folder tracks
When a folder track is selected, the Inspector shows the folder and its
underlying tracks, much like a folder structure in the Windows Explorer
or Mac OS X Finder.

• You can click one of the tracks shown under the folder in the Inspector
to have the Inspector show the settings for that track.
This way, you don’t have to “open” a folder track to make settings for tracks within it.

Here, an audio track within the folder is selected.

FX channel tracks
When an FX channel track is selected, the following controls and sec-
tions are available:
• Edit button.
• Volume control.
• Pan control.
• Output routing pop-up menu.
• Inserts section.
• Equalizers section.
• Channel section.
• Notepad section.

NUENDO
The Project window 5 – 89
FX channel folder tracks
FX channel tracks are automatically placed in a special folder, for easier
management. When this folder track is selected, the Inspector shows
the folder and the FX channels it contains. You can click one of the FX
channels shown in the folder to have the Inspector show the settings
for that FX channel – this way you don’t have to “open” a folder track to
access the settings for the FX channels in it.

Group channel tracks


When a Group channel track is selected, the following controls and
sections are available:
• Edit button.
• Volume control.
• Pan control.
• Output routing pop-up menu.
• Inserts section.
• Equalizers section.
• Sends section.
• Channel section.
• Notepad section.

Group channel folder tracks


Just like FX channel tracks, all Group channel tracks are placed in a
separate folder – when this is selected, the Inspector shows the folder
and the Group channels it contains. You can click one of the Group
channels shown in the folder to have the Inspector show the settings
for that Group channel – this way, you don’t have to “open” a folder
track to access the settings for the Group channels in it.

Video tracks
When a Video track is selected, the Inspector shows the following
sections:
• Notepad section
• Network section.

Ruler tracks
For ruler tracks, the Inspector isn’t used.

NUENDO
5 – 90 The Project window
The toolbar
The toolbar contains tools and shortcuts for opening other windows
and various project settings and functions:

Constrain delay compen- Open Pool


sation (see page 268) Show/hide info line Automation mode
Active project
indicator

Show/hide Open Mixer


Inspector Show/hide Overview

Project window tools Autoscroll on/off

Transport controls
(Stop, Play, Record and Cycle)

Snap on/off Grid pop-up menu Color pop-up menu

Snap mode Quantize value

• In addition, the toolbar can contain a number of other tools and short-
cuts, not visible by default. How to set up the toolbar and specify which
tools should be displayed or hidden is described on page 712.

NUENDO
The Project window 5 – 91
The info line

The info line shows information about the currently selected event or
part in the Project window. You can edit almost all values in the info
line using regular value editing. Length and position values are dis-
played in the format currently selected for the ruler (see page 94).

• To hide or show the info line, click this icon on the toolbar:

The following elements can be selected for display and editing on the
info line:
• Audio events.
• Audio parts.
• MIDI parts.
• Video events.
• Markers.
• Automation curve points.

When several elements are selected


• If you have several elements selected, the info line will show information about
the first item in the selection. The values will be shown in yellow to indicate
that several elements are selected.
• If you edit a value on the info line, the value change is applied to all selected
elements, relatively to the current values.
An example: You have two audio events selected. The first is one bar
long and the other two bars long. The info line shows the length of the
first event (one bar). If you now edit this value to 3 bars in the info line,
the other event will be resized by the same amount – and will thus be
4 bars long.
• If you press [Ctrl]/[Command] and edit on the info line, the values will be ab-
solute instead. In our example above, both events would be resized to 3 bars.
Note that [Ctrl]/[Command] is the default modifier key for this – you can
change this in the Preferences dialog (Editing-Tool Modifiers page, under the
Info Line category).

NUENDO
5 – 92 The Project window
Editing Transpose and Velocity for MIDI parts
When one or several MIDI parts are selected, the info line contains
Transpose and Velocity fields.

• Adjusting the Transpose field transposes the selected parts in semi-


tone steps.
Note that this transposition doesn’t change the actual notes in the part – it’s just a
“play parameter”, affecting the notes on playback. The transposition you specify for a
part on the info line is added to the transposition set for the whole track with the Trans-
pose track parameter in the Inspector (see page 456).

• Adjusting the Velocity field shifts the velocity for the selected parts –
the value you specify is added to the velocities of the notes in the parts.
Again, this velocity shift only affects the notes on playback, and again, the value you
specify is added to the Vel.Shift. value set for the whole MIDI track in the Inspector
(see page 456).

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The Project window 5 – 93
The ruler

The ruler at the top of the event display shows the timeline. Initially, the
Project window ruler uses the display format specified in the Project
Setup dialog (see page 97), as do all other rulers and position dis-
plays in the project. However, you can select an independent display
format for the ruler by clicking the arrow button to the right of it and
selecting an option from the pop-up menu that appears (you can also
bring up this pop-up menu by right-clicking anywhere in the ruler).
Option Positions and lengths displayed as

Bars+Beats Bars, beats, sixteenth notes and ticks. By default there are 120
ticks per sixteenth note but you can adjust this with the “MIDI Dis-
play Resolution” setting in the Preferences dialog (MIDI page).

Seconds Hours, minutes, seconds and milliseconds.


Timecode This format displays hours, minutes, seconds and frames. The
number of frames per second (fps) is set in the Project Setup di-
alog (see page 97). You can choose from 24, 25, 29.97 and 30
fps or 29.97 and 30 dfps (“drop frame”).

Feet+Frames 16mm Feet and frames, with 40 frames per foot.

Feet+Frames 35mm Feet, frames and 1/4 frames, with 16 frames per foot.

Samples Samples.

User Hours, minutes, seconds and frames, with a user definable num-
ber of frames per second. You set the desired number of fps in
the Preferences dialog (Transport page). See page 97.

• The selection you make here affects the ruler, the info line and tool tip
position values (appear when you drag an event in the Project window).
You can also select independent formats for other rulers and position displays.

• To set the display format globally (for all windows), use the primary
display format pop-up on the Transport panel, or hold down [Ctrl]/
[Command] and select a display format in any ruler.

• If you use the “Timecode” or “User” options and the option “Show
Timecode Subframes” is activated in the Preferences dialog (Trans-
port page), the frames will also display subframes.
There are 80 subframes per frame.

NUENDO
5 – 94 The Project window
• For the “Feet+Frames” settings, there is an option in the Preferences
(Transport page) called “Feet’n’Frames Count from Project Start”.
When this is activated, time displays and rulers in Feet+Frames format will always start
with 0’00 at the beginning of the project - regardless of any Start offset settings in the
Project Setup dialog.

Using multiple rulers – ruler tracks


As described above, the Nuendo Project window contains a main ruler
at the top of the event display, displaying the timeline from left to right.
If needed, you can have several rulers in the Project window, by add-
ing ruler tracks to the project. Each ruler track contains an additional
ruler.

• To add a ruler track, select “Add Track” from the Project menu and
from the submenu that appears, select “Ruler”.
A ruler track showing an additional ruler is added to the Track list.

A ruler track set to the display format “Seconds”.


You can add any number of ruler tracks to a project, and position them
as needed by dragging them up or down in the list. Each one can
show a separate display format:
• To select a display format for a ruler track, click the leftmost part of it
in the track list and select an option from the pop-up menu.
See the section “The ruler” above for descriptions of the different display formats.

NUENDO
The Project window 5 – 95
Note that ruler tracks are completely independent from the main event
display ruler, as well as rulers and position displays in other windows.
This means that:
• Ruler tracks can all have independent display formats.
• Ruler tracks are not affected by the display format setting in the Project Setup
dialog (see page 97).
• Ruler tracks are not affected if you set the display format globally with the pri-
mary time display in the Transport panel.

• Ruler tracks are however affected by the option “Show Timecode Sub-
frames” (described above) in the Preferences dialog.

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5 – 96 The Project window
Operations
Creating a new project
You create a new project in the following way:
1. Select “New Project” from the File menu.
A dialog appears, listing a number of project templates, including any custom tem-
plates you may have created (see page 682).

2. Select a template and click OK.


A file dialog appears, allowing you to specify a location for the project folder. This will
contain all files related to the project.

3. Select an existing folder or type the name of a new one. Click OK.
A Project window appears. The new project will be based on the selected template,
and include tracks, events and settings from the template.

The Project Setup dialog


General settings for the project are made in the Project Setup dialog.
This is opened by selecting “Project Setup...” from the Project menu.

NUENDO
The Project window 5 – 97
The following settings are available in the Project Setup dialog:
Setting Description

Start The start time of the project. Allows you to have the project start at
another time than zero. Also used for setting the sync start position
when synchronizing Nuendo to external devices (see page 624).
See also the note about “Feet’n’Frames Count from Project Start”
on page 95.

Length The length of the project.

Frame Rate Used if you are synchronizing Nuendo with external equipment. If
Nuendo is the slave, this value is automatically set to the frame rate
of the incoming sync signal. If Nuendo is the master, this determines
the frame rate of the sent sync signal. See page 637.

Display Format This is the global display format used for all rulers and position dis-
plays in the program, except ruler tracks (see page 90). However,
you can make independent display format selections for the individ-
ual rulers and displays if you like.
For descriptions of the different display format options, see page 94.

Display Offset Offsets the time positions displayed in the ruler etc., allowing you to
compensate for the Start position setting. Typically, if you synchro-
nize Nuendo to an external source starting at a frame other than
zero, you set the Start position to this value. However, if you still
want the display in Nuendo to start at zero, set the Display Offset to
the same value too.

Bar Offset This works just like “Display Offset” described above, in that it off-
sets the time positions in the ruler by a number of bars, allowing you
to compensate for the Start position setting. The difference is that
Bar Offset is only used when the “Bars+Beats” display format is se-
lected (see page 94).

Sample Rate The sample rate at which Nuendo records and plays back audio.

Record Format When you record audio files in Nuendo, they are recorded with this
resolution. See page 43.

Record File Type The file type that should be created when you record audio. See
page 43.

Stereo Pan Law Decides whether panning should use power compensation or not.
This is explained on page 206.

❐ While most settings in the Project Setup can be changed at any time, you
should select a sample rate once and for all when starting with a new
project! All audio files must be of this sample rate to play back correctly.

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5 – 98 The Project window
Zoom and view options
Zooming in the Project window is done according to the standard
zoom procedures (see the Getting Started book), with the following
special notes:

• When you are using the Zoom tool (magnifying glass), the result de-
pends on the option “Zoom Tool Standard Mode: Horizontal Zooming
Only” in the Preferences - Editing dialog.
If this is activated and you drag a selection rectangle with the Zoom tool, the window
will only be zoomed horizontally (track height will not change). If the option is off, the
window will be zoomed both horizontally and vertically.

• When using the vertical zoom sliders, the tracks are scaled relatively.
In other words, if you have made any individual track height adjustments (see below),
the relative height differences are maintained.
You find the following options are available on the Zoom submenu on
the Edit menu:
Option Description

Zoom In Zooms in one step, centering on the project cursor.

Zoom Out Zooms out one step, centering on the project cursor.

Zoom Full Zooms out so that the whole project is visible. “The whole project”
means the timeline from the project start to the length set in the
Project Setup dialog (see above).

Zoom to Selection Zooms in horizontally and vertically so that the current selection
fills the screen.

Zoom to Selection Zooms in horizontally so that the current selection fills the screen.
(Horiz)

Zoom to Event This option is available only in the Sample Editor (see page 374).

Zoom In Vertical Zooms in one step vertically.

Zoom Out Vertical Zooms out one step vertically.

Zoom In Tracks Zooms in selected track(s) one step vertically.

Zoom Out Tracks Zooms out selected track(s) one step vertically.

Zoom Selected This zooms in vertically on the selected track(s) and minimizes the
Tracks height of all other tracks.

NUENDO
The Project window 5 – 99
• If the option “Zoom while Locating in Time Scale” is activated in the
Preferences (Transport page), you can also zoom by clicking in the
main ruler and dragging up or down with the mouse button pressed.
Drag up to zoom out; drag down to zoom in.

• You can zoom the contents of parts and events vertically, using the
Waveform Zoom slider in the top right corner of the event display.
This can be useful to better view quiet audio passages.

❐ To get an approximate reading on the level of the audio events by view-


ing the waveforms, make sure the slider is all the way down. Otherwise,
zoomed waveforms may be mistaken for clipped audio.

• If you activate the option Quick Zoom in the Preferences (Editing page),
the contents of parts and events will not be continuously redrawn when
you zoom manually.
Instead, the contents are redrawn once you have stopped changing the zoom – acti-
vate this if screen redraws are slow on your system.

Resizing tracks in the Track list


• You can change the height of an individual track by clicking on its lower bor-
der in the Track list and dragging up or down.
To change the height of all tracks simultaneously, hold down [Ctrl]/[Command] and re-
size one of the tracks in this way. If “Snap Track Heights” is activated on the Track scale
pop-up (see below), the track height will change in fixed increments when you resize it.

• You can also change the width of the Track list area, by dragging the
border between the Track list and the event display.

• The controls shown for tracks in the Track list will by default adapt to
the track size. This means that when resizing a track’s height or width
some of the controls will be dynamically placed where they best “fit in”.
If you instead always want to have the controls in fixed positions, you can deactivate
the option “Wrap Controls” in the Track Controls settings dialog (see page 714).

NUENDO
5 – 100 The Project window
• You can decide for each track type what controls should be shown in the
Track list – see page 714.
• You can use the Track scale pop-up (opened by clicking the arrow button
above the vertical zoom control) to set the number of tracks to view in the cur-
rent Project window.
The track height will be adjusted to show only the number of tracks specified on the
pop-up menu. By selecting “Zoom N Tracks” from the pop-up you can manually set the
number of tracks to fit in the current Project window.

Zoom presets and Cycle markers


The pop-up menu to the left of the horizontal zoom control allows you
to select, create and organize zoom presets. These are useful if you
want to toggle between different zoom settings (e.g. one where the
whole project is displayed in the project window and another with a
high zoom factor for detailed editing). With this pop-up menu, you can
also zoom in on the area between cycle markers in the project.

Zoom presets

Cycle markers

NUENDO
The Project window 5 – 101
The upper part of the menu lists the zoom presets:

• To store the current zoom setting as a preset, select Add from the
pop-up menu.
A dialog appears, allowing you to type in a name for the preset.

• To select and apply a preset, select it from the pop-up menu.

• The “Zoom Full” preset is always available. Selecting this option


Zooms out so that the whole project is visible. “The whole project”
means the timeline from the project start to the length set in the
Project Setup dialog (see page 97).

• If you want to delete a preset, select “Organize…” from the pop-up


menu.
In the dialog that appears, select the preset in the list and click the Delete button. The
preset is removed from the list.

• If you want to rename a preset, select “Organize…” from the pop-up


menu.
In the dialog that appears, select the desired preset in the list and click the Rename
button. A second dialog opens, allowing you to type in a new name for the preset.
Click OK to close the dialogs.

❐ Zoom presets are global for all projects, i.e. they are available in all
projects you open or create.

The middle part of the pop-up lists any cycle markers you have added
in the project:
• If you select a cycle marker form this menu, the event display is
zoomed in to encompass the marker area (see page 157).

• You cannot edit the cycle markers in this pop-up menu. For informa-
tion on editing markers, see page 150.

❐ Only the cycle markers you create in the current project are available on
the menu.

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5 – 102 The Project window
The Zoom history
Nuendo maintains a history of recent zoom stages, allowing you to
undo and redo zoom operations. This way you can zoom in several
steps and then easily go back to the zoom stage at which you started.
There are two ways to invoke Undo Zoom and Redo Zoom:

• Use the items on the Zoom submenu on the Edit menu.


You can also assign key commands for these.

• Double click with the Zoom tool (magnifying glass) to Undo Zoom.
Press [Alt]/[Option] and double click to Redo Zoom.

Adjusting how parts and events are shown


The Preferences dialog on the File menu (the Nuendo menu, under
Mac OS X) contains several settings for customizing the display in the
Project window.
The Event Display page contains common settings for all track types:
Option Description

Colorize Event Determines whether the backgrounds or “contents” (wave-


Background forms, etc.) of parts and events will be colorized. See page 106.

Transparent Events When this is activated, events and parts will be transparent,
showing the waveforms and MIDI events only.

Show Data on Small If this is activated, the contents of events and parts will be
Track Heights shown, even if the height of a track is very small.

Show Event Names Determines whether the names of parts and events should be
shown in the Project window.

The Event Display–Video page contains settings for video events:


Option Description

Show Video When this is activated, thumbnail frames of the video contents
Thumbnails are shown on the Video track.

Video Cache Size This determines how much memory is available for video thumb-
nails. If you have long video clips and/or work with a large zoom
factor (so that a lot of frames are shown in the thumbnails), you
may have to raise this value.

NUENDO
The Project window 5 – 103
The Event Display–Audio page contains settings for audio events:
Option Description

Interpolate Audio If the option is deactivated, single sample values are drawn as
Images “steps”. If the option is activated they are interpolated to form
“curves”.

Wave Image Style Determines whether audio waveforms should be displayed as


solid images, frames or “inverted” images (solid+frame). This
selection affects all waveform images in the Project window,
Sample Editor and Audio Part Editor.
Note that the “Framed” and “Solid and Framed” styles are more
demanding for the computer. If the system feels slower in these
modes, please switch back to “Solid” wave image style.

Show Event Volume If this is activated the “volume curves” created with the volume
Curves Always and fade handles are always shown – if not, the curves are only
shown for selected events.

The Event Display–MIDI page contains settings for MIDI parts:


Option Description

Default Edit Action Determines which editor should be opened when you double
click a MIDI part or select it and press [Ctrl]/[Command]-[E]: the
Key, Drum, List or Score editor. Note that this setting is overrid-
den for tracks with drum maps if the option “Edit as Drums when
Drummap is assigned” (see below) is activated.

Part Data Mode Determines if and how events in MIDI parts should be shown in
the Project window: as lines, as score notes or as drum notes. If
“No Data” is selected, events will not be shown at all. Note that
this setting is overridden for tracks with drum maps if the option
“Edit as Drums when Drum Map is assigned” (see below) is acti-
vated.

Show Controllers Governs whether non-note events (controllers, etc.) should be


shown in MIDI parts in the Project window.

Edit as Drums If this is activated, parts on MIDI tracks with drum maps assigned
when Drum Map will be shown with drum note symbols in the Project window.
is assigned Also, the parts will automatically open in the Drum editor when
double clicked (overriding the Default Edit Action setting above).

Note Name Style Determines how MIDI note names (pitches) should be displayed
in editors, etc.

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5 – 104 The Project window
Zooming and navigating in the overview line
By clicking the Show Overview button on the toolbar, an extra pane
appears under the toolbar; the project overview line.

Show Overview button


In the overview line, events and parts on all tracks are displayed as
boxes. You can use the overview line to zoom in or out, and for navi-
gating to other sections of the project. This is done by moving and re-
sizing the track view rectangle in the overview line:

The track view rectangle

• The track view rectangle indicates the section of the project currently
displayed in the event display.

• You can zoom in or out horizontally by resizing the rectangle.


Resizing is done by dragging the edges of the rectangle.

• You can drag the track view rectangle to view other sections of the
project.
This can also be done by clicking anywhere in the upper part of the overview - the track
view rectangle will be moved to where you clicked. The number of tracks shown will
not change.

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The Project window 5 – 105
Handling tracks
To add a track to the project, select “Add Track” from the Project
menu and select a track type from the submenu that appears. The
new track is added below the currently selected track in the Track list.
• The items on the “Add Track” submenu are also available on the
Quick menu.
This is accessed by right-clicking (Win)/[Ctrl]-clicking (Mac) in the Track list.

• There is an additional option at the bottom of the Add Track submenu,


called “Multiple...”. Selecting this brings up a dialog allowing you to
add more than one track in one operation.
The number of tracks to add is entered in the “Count” value field. You can set whether
audio, MIDI or group tracks should be created by selecting from the Track pop-up in
the dialog. For audio and group tracks, the channel configuration (mono, stereo or a
surround configuration) can be set in the Configuration pop-up.
Once you have created tracks, you can manipulate and rearrange them
in various ways:

• To rename a track, double click in the name field and type in a new
name.
If you hold down any modifier key when pressing [Return] to close the name field, all
events on the track will get the name you entered.

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• To select a track, click on it in the Track list.
A selected track is indicated by a light grey color in the Track list.

This track is selected.

It is possible to select several tracks, by pressing [Ctrl]/[Command] and clicking them.


To select a continuous range of tracks, use [Shift]-clicking.

• To move a track, click and drag it up or down in the list.

• To duplicate a track, complete with all contents and channel settings,


right-click in the Track list and select “Duplicate track” from the con-
text menu.
The duplicated track will appear above the original track.

• You can colorize the contents of selected track(s), or selected parts


and events by clicking the Color button on the toolbar and selecting a
color from the pop-up menu that appears.
If one or several tracks are selected, all events and parts on the track(s) will get the se-
lected color, as will any events and parts you add to the track later. If individual events or
parts are selected, only these will be affected. Individually colorized events and/or parts
will keep the applied color even if the track they belong to is later set to another color.
The option “Colorize Event Background” in the Preferences dialog (Event Display page)
determines whether the backgrounds or waveforms of events will be colorized.
• To remove a track, right-click on it in the Track list and select “Remove
Track” from the context menu that appears.
You can also remove multiple selected tracks, by selecting “Remove Selected Tracks”
either from the Project menu or from the context menu. Furthermore, you can remove
all tracks not containing any events by selecting “Remove Empty Tracks” from the
Project menu.

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The Project window 5 – 107
Disabling tracks
Tracks can be disabled by selecting “Disable Track” from the Track
list context menu. Disabling a track in a way is the same as Muting it
(see page 127), since a disabled track will not be played back. How-
ever, disabling a track not only “zeroes” the output volume from the
track, but actually shuts down all disk activity for it. See page 34 for
more information.

Dividing the Track list


It is possible to divide the Track list into two parts. Both sections will
have independent zoom and scroll controls (if needed), but resizing
the window vertically will affect the lower section only (if possible).
This could be convenient for example if you’re working with a video
track along with multi-track audio. This way, you can place the video
track in the upper Track list, letting you scroll the audio tracks sepa-
rately in the lower Track list, referencing them against the video track.

• To divide the Track list, click the “Divide Track List” button in the top
right corner of the Track list.

The “Divide Track List” button.

• To revert to a single Track list, click the button again.


When the Track list is divided into two parts, the following applies:

• If you add tracks from the Project–Add Track submenu, Video tracks,
Marker tracks and ruler tracks will automatically be placed in the up-
per part of the Track list.
All other types of tracks will be placed in the lower part.

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• If you add tracks from the context menu invoked by right-clicking
(Windows) or [Ctrl]-clicking (Mac OS X) in the Track list, tracks will
be added to the part of the Track list in which you click.

• You can move any type of track from the lower Track list to the upper
and vice versa by right-clicking or [Ctrl]-clicking it in the Track list and
selecting “Toggle Track List” from the context menu.

• If the Track list already contains tracks of the type Video, Marker or
Ruler, these will automatically be moved to the upper part when you
divide the Track list.

• You can resize the upper part by clicking and dragging the divider be-
tween the Track lists.

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The Project window 5 – 109
Switching between musical or linear time base
Tracks can be either “musical” (tempo) or “linear” (time) based.
• On a track using linear time base, the events will be positioned on specific
time positions – changing the playback tempo will not affect the time position
of events.
• On a track using musical time base, the positions of events are represented as
meter values (bars, beats, 1/16th notes and ticks, with 120 ticks per 1/16th
note). If you change the playback tempo, the events will play back at an earlier
or later time.
Whether to use musical or linear time base depends on the type of
project and recording situation. By default, all track types featuring a
time base setting use linear time base. However, you can change this
setting individually for each track. This is done by clicking the musical/
linear time base button in the Inspector or Track list. Musical time
base is indicated by a note symbol, while linear time base is indicated
by a clock symbol.
The musical/linear time base button.

Linear time base selected. Musical time base selected.

❐ Note that internally, events on musical time based tracks use the same
high precision for positioning (64 bit floating point values) as linear time
based events.
However, switching between linear and musical time base results in a very
small loss of precision (introduced by the mathematical operations used
for scaling values in the two different formats). Therefore you should avoid
switching repeatedly between the two modes.

For more information about tempo changes, see page 550.

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Adding events to a track
There are a number of ways to add events to a track:
• By recording (see page 39).
This is possible for audio and MIDI tracks.
• By selecting “Audio File...” or “Video File...” from the Import submenu on the
File menu.
This opens a file dialog, allowing you to locate the file you wish to import. When you
import a file this way, a clip is created for the file and an event that plays the whole clip
is added to the selected track, at the position of the project cursor.
You can also import MIDI files by using the Import submenu, but this works in a slightly
different way (see page 689).
• By grabbing audio CD tracks and converting them to audio files (see page 697).
• By importing only the audio portion of a video file and converting it to an audio
file (see page 662).
• By using Copy and Paste on the Edit menu.
This allows you to copy all kinds of events between projects. You can also copy events
within the project, from the Audio Part Editor or Sample Editor.
• By drawing.
Some types of events (markers and automation events) can be drawn directly into the
Project window. For audio and MIDI tracks, you can draw parts (see page 113).
• By dragging files and dropping them on the track at the desired position.
You can create events by dragging and dropping from the following locations:
• The Desktop.
• The Pool.
• A Library (A Pool file that is not attached to a project).
• The Project window of another open project.
• The Audio Part Editor of any open project.
• The Sample Editor of any open project – press [Ctrl]/[Command] and drag to
create an event of the current selection, or click in the left column of the region
list and drag to create an event from a region.
• The “Find media” dialog.

While you drag the clip in the Project window, its position will be indicated by a
marker line and a numerical position box. See also page 429.

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The Project window 5 – 111
Audio file import options
When you are importing audio files there are a number of options con-
cerning how the files should be treated by Nuendo:
• You can choose to copy the file into the project’s audio folder and have the
project make reference to the copied file rather than the original file. This
helps you keep your project “self-contained”.
• You can choose to split stereo- and multi-channel files into a number of mono
files.
• Furthermore, you may want all files in the project to have the same sample rate
and sample size (resolution).
The Preferences dialog (Editing – Audio page) contains a setting that
lets you decide which options, if any, to use. Select the desired option
on the “On Import Audio Files” pop-up:

• Open Options Dialog.


An Options dialog appears when you import, allowing you to select whether you want
to copy the files to the Audio folder and/or convert them to the project settings. Note:
- When importing a single file of a format other than the project settings, you can spec-
ify which properties (sample rate and/or resolution) should be changed.
- When importing multiple files at the same time, you can select to have the imported
files automatically converted if necessary, i.e. if the sample rate is different than the
project’s or the resolution is lower than the project setting.

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5 – 112 The Project window
• Use Settings.
No Options dialog will appear when you import. Instead, you can choose to make any
of the options below the pop-up the standard action(s). Activate any number of the fol-
lowing options to have them performed automatically each time you import audio files:

Option Description

Copy Files to Working If files are not already in the project’s audio folder they are
Directory copied there before being imported.

Convert and Copy to If files are not already in the project’s audio folder they are
Project If Needed copied there before being imported. Furthermore, if the
files have a different sample rate or a lower resolution than
the project settings, they are automatically converted.

Split multi channel files If you import a multi-channel audio file (including two-chan-
nel stereo files), it will be split into a number of mono files –
one for each channel – which are placed on separate, au-
tomatically created mono tracks.

Creating parts
Parts are containers for MIDI or audio events. If you record MIDI, a
MIDI part is automatically created, containing the recorded events.
You can also create empty audio or MIDI parts and later add events to
them. There are two ways to do this:

• Draw a part on a MIDI or audio track with the Pencil tool.


You can also draw parts by pressing [Alt]/[Option] and using the Arrow tool.
• Double click with the Arrow tool on a MIDI or audio track, between the
left and right locator.

To add events to a MIDI part, you use the tools and functions in a MIDI
editor (see page 492). Adding events to audio parts is done in the Au-
dio Part Editor (see page 391) by pasting or by using drag and drop.
• You can also gather existing audio events into a part, by using the
“Events to Part” function on the Audio menu.
This creates an audio part containing all selected audio events on the same track. To
remove the part and make the events appear as independent objects on the track
again, select the part and use the “Dissolve Part” function on the Audio menu.

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The Project window 5 – 113
Auditioning audio parts and events
Audio parts and events can be auditioned in the Project window with
the Speaker tool:

❐ When auditioning, audio will be routed directly to the assigned Output


bus, bypassing the audio channel’s settings, effects and EQs.

1. Select the Play tool.


Note that the Play tool and the Scrub tool share the same icon. If the rightmost tool
icon on the toolbar isn’t a Speaker symbol, first click on the icon to select it, then click
again and select “Play” from the pop-up menu that appears.

2. Click where you want playback to start, and keep the mouse button
pressed.
Only the track on which you click is played back, starting at the click position.

3. Release the mouse button to stop playback.

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5 – 114 The Project window
Scrubbing
The Scrub tool allows you to locate positions in the audio by playing
back, forwards or backwards, at any speed:
1. Select the Scrub tool.
Note that the Play tool and the Scrub tool share the same icon. If the rightmost tool
icon on the toolbar isn’t a “Scrub symbol”, first click on the icon to select it, then click
again and select “Scrub” from the pop-up menu that appears.

2. Click at the desired position and keep the mouse button pressed.
The project cursor is moved to the position at which you click.

3. Drag to the left or right.


The project cursor follows the mouse pointer and the audio is played back. The speed
and pitch of the playback depends on how fast you move the pointer.
You can adjust the responsiveness of the Scrub function in the Prefer-
ences dialog (VST page).

• It is also possible to “scrub” the whole project with the Jog wheel on the
Transport panel.
See page 33.

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The Project window 5 – 115
Editing parts and events
This section describes techniques for editing in the Project window. If
not explicitly stated, all descriptions apply to both events and parts,
even though we use the term “event” for convenience.

• When you are using the tools for editing, you can in many cases get ad-
ditional functions by pressing modifier keys (e.g. pressing [Alt]/[Option]
and dragging with the Arrow tool creates a copy of the dragged event).
On the following pages, the default modifier keys are described – you can customize
these in the Preferences dialog on the Editing –Tool Modifiers page (see page 742).

Selecting events
Selecting events is done using any of the following methods:

• Use the Arrow tool.


The standard selection techniques apply.

• Use the Select submenu on the Edit menu.


The options are:

Option Description

All Selects all events in the Project window.

None Deselects all events.

Invert Inverts the selection status, so that all selected events are de-
selected and all events that were not selected are selected in-
stead.

In Loop Selects all events that are partly or wholly between the left
and right locator.

From Start to Cursor Selects all events that begin to the left of the project cursor.

From Cursor to End Selects all events that end to the right of the project cursor.

All on Selected Tracks Selects all events on the selected track.

Select Event This is available in the Sample Editor (see page 369).

Left/Right Selection These two functions are only used for range selection editing
Side to Cursor (see page 132).

❐ Note that these functions work differently when the Range Selection tool
is selected (see page 132).

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5 – 116 The Project window
• Select all events on a track by right-clicking in its Track list and select-
ing “Select All Events” from the pop-up menu that appears.

• You can also use the arrow keys on the computer keyboard, to select
the closest event to the left, right, above or below.
If you press [Shift] and use the arrow keys, the current selection will be kept, allowing
you to select several events.

• If the option “Auto Select Events under Cursor” is activated in the


Preferences dialog (Editing page), all events on the selected track(s)
that are “touched” by the project cursor are automatically selected.
This can be helpful when rearranging your project, since it allows you to select whole
sections (on all tracks) by selecting all tracks and moving the project cursor.

• It is also possible to select ranges, regardless of the event and track


boundaries.
This is done using the Range Selection tool (see page 132).

Moving events
To move events in the Project window, use the following methods:

• Click and drag to a new position.


All selected events will be moved, maintaining their relative positions. You can only
drag events to tracks of the same type. If Snap is activated, this determines to which
positions you can move the events (see page 137).
Note also, that you can restrict movement to be either horizontal or vertical only, by
holding down [Ctrl]/[Command] while dragging.

❐ You will note that there is a slightly delayed response when you move an
event by dragging. This helps you avoid accidentally moving events
when you click on them in the Project window. You can adjust this delay
with the Drag Delay setting in the Preferences dialog (Editing page).

• Select the event and edit the Start position in the info line.

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The Project window 5 – 117
• Use the “Move to” functions on the Edit menu.
The following functions are available:

Function Description

Move to Cursor Moves the selected event to the project cursor position. If there are
several selected events on the same track, the first event will start at
the cursor, and the following will be lined up end-to-start after the
first one.

Move to Origin Moves the selected events to their original positions, i.e. the posi-
tions at which they were originally recorded.

Move to Front, This function doesn’t actually change the position of the events, but
Move to Back moves the selected events to the front or back, respectively. This is
useful if you have overlapping events, and want to see one that is
partially obscured.
For audio events, this is an extra important feature, since only the
visible sections of events will be played back. Moving an obscured
audio event to front (or moving the obscuring event to back) will al-
low you to hear the whole event on playback.
Note that it is also possible to use the “To Front” function on the
event context menu for this (although this works in a different way,
see page 55).

• Use the Nudge buttons in the toolbar.


These move the selected events to the left or right. The amount of movement depends on
the selected display format (see page 97) and the value set on the Grid pop-up menu.

Here, clicking this button will move the Event 2 frames to the right.

❐ When the Range Selection tool is used, the Nudge buttons move the se-
lection range (see page 134).

• The Nudge buttons are not visible in the toolbar by default.


You can decide which items should be visible by right-clicking (Windows) or [Ctrl]-click-
ing (Mac OS X) in the toolbar and checking them in the pop-up menu that appears. See
page 712 for more information.

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Duplicating events
Events can be duplicated in the following ways:
• Hold down [Alt]/[Option] and drag the event to a new position.
If Snap is activated, this determines to which positions you can copy the events (see
page 137).

❐ If you hold down [Ctrl]/[Command] as well, movement direction is re-


stricted to either horizontal or vertical. That means if you drag an event
vertically it can not be moved horizontally at the same time.

• Audio and MIDI parts can also be duplicated by pressing [Alt]/[Op-


tion] + [Shift] and dragging.
This creates a shared copy of the part. If you edit the contents of a shared copy, all
other shared copies of the same part are automatically edited in the same way.

Shared copies are indicated by a small “s” in the upper right corner of the part.

Note:
• When you duplicate audio events, the copies are always shared. This means
that shared copies of audio events always refer to the same audio clip (see
page 329).
• You can convert a shared copy to a real copy by selecting “Convert to Real
Copy” from the Edit menu. This creates a new version of the clip (that can be
edited independently) and adds this to the Pool. Note that no new files are
created by this operation – for that you need to use the “Bounce Selection”
function from the Audio menu (see page 440).
• Selecting “Duplicate” from the Edit menu creates a copy of the se-
lected event and places it directly after the original.
If several events are selected, all of these are copied “as one unit”, maintaining the rel-
ative distance between the events.
• Selecting “Repeat...” from the Edit menu opens a dialog, allowing you to
create a number of copies (regular or shared) of the selected event(s).
This works just like the Duplicate function, except that you can specify the number of
copies.

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The Project window 5 – 119
• You can also perform the Repeat function by dragging: Select the
event(s) to repeat, press [Alt]/[Option], click the handle in the lower
right corner of the last selected event and drag to the right.
The longer to the right you drag, the more copies are created (as indicated by the tooltip).

• Selecting “Fill Loop” from the Edit menu creates a number of copies
starting at the left locator and ending at the right locator.
The last copy is automatically shortened to end at the right locator position.

Original Copies

Using Cut, Copy and Paste


You can cut or copy selected events, and paste them in again, using
the functions on the Edit menu.

• When you paste an event it is inserted on the selected track, posi-


tioned so that its snap point is aligned with the cursor position.
If the selected track is of the wrong type, the event will be inserted on its original track.
See page 137 for information about the snap point.

• If you use the “Paste at Origin” function, the event is pasted at its orig-
inal position (the position from which you cut or copied it).

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5 – 120 The Project window
Renaming events
By default, audio events show the name of their clip, but you can enter
a separate descriptive name for separate events if you like. This is done
by selecting the event and typing in a new name in the “Description”
field in the info line.

• You can also give all events on a track the same name as the track by
changing the track name, holding down a modifier key and pressing
[Return].
See page 106.

Splitting events
You can split events in the Project window in the following ways:

• Click with the Scissors tool on the event you want to split.
If Snap is activated, this determines the exact split position (see page 137). You can
also split events by pressing [Alt]/[Option] and clicking with the Arrow tool.

• Select “Split at Cursor” from the Edit menu.


This splits the selected events at the position of the project cursor. If no events are se-
lected, all events (on all tracks) that are intersected by the project cursor will be split.

• Select “Split Loop” from the Edit menu.


This splits events on all tracks at the left and right locator positions.

• If you split a MIDI part so that the split position intersects one or several
MIDI notes, the result depends on the option “Split MIDI Events” in the
Preferences dialog (Editing page).
If the option is activated, the intersected notes will be split (creating new notes at the
beginning of the second part). If it is deactivated, the notes will remain in the first part,
but “stick out” after the end of the part.

Gluing events together


Clicking on an event with the Glue Tube tool glues it together with the
next event on the track. The result is a part containing the two events,
with one exception:

• If you first split an event and then glue the two sections together again
(without moving or editing them first), they become a single event again.
In other words, gluing can create a single event if the two events are lined up end to
start and play a continuous section of the same clip.

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Resizing events
Resizing events means to move their start or end positions individu-
ally. In Nuendo, there are three types of resizing:
Resizing type Description

Normal Sizing The contents of the event stay fixed, and the start or
end point of the event is moved to “reveal” more or
less of the contents.

Sizing Moves Contents The contents follow the moved start or end of the
event (see the figure below).

Sizing Applies Time Stretch The contents will be time stretched to fit the new event
length (see separate description on page 124).

To select one of the resizing modes, select the Arrow tool and then
click again on the Arrow tool icon on the toolbar. This opens a pop-up
menu from which you can select one of the resizing mode options.

The icon on the toolbar will change, indicating the selected resizing mode.

The actual resizing is done by clicking and dragging the lower left or
right corner of the event. If Snap is activated, the Snap value deter-
mines the resulting length (see page 137).

Normal sizing.

Sizing moves contents.

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5 – 122 The Project window
• If several events are selected, all will be resized in the same way.

• You can also resize events with the Scrub tool.


This works just the same as when resizing with the Arrow tool, but the audio under the
pointer is played back (scrubbed) while you drag.

• It is also possible to resize events by using the Trim buttons (located


in the Nudge palette) on the toolbar.
This will move the start or end position of the selected Event(s) by the amount set on
the Grid pop-up menu. The sizing type currently selected applies to this method too,
with the exception of “Sizing Applies Time Stretch” which is not possible with this
method. You can also use key commands for this (by default, press [Ctrl] (Windows)
or [Command] (Mac) and use the left and right arrow key).

• Note that the Nudge palette is not visible in the toolbar by default. See
page 712 for instructions on how to show and hide items in the toolbar.

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The Project window 5 – 123
Resizing events using time stretch
If you want to resize a part and make its contents “fit” the new size,
you should use this option. Proceed as follows:
1. Click the Arrow icon on the toolbar and select the “Sizing Applies
Time Stretch” option from the pop-up menu.
2. Point close to the end point of the part you want to stretch.
3. Click and drag left or right.
When you move the mouse, a tooltip information shows the current mouse position
and length of the part. Note that the snap value applies, as with any part operation.

4. Release the mouse button.


The part is “stretched” or “compressed” to fit the new length.

• For MIDI parts, this means that the note events are stretched (moved
and resized).
Controller data will be moved.

• For audio parts, this means that the events are moved, and that the
referenced audio files are time stretched to fit the new length.
A dialog box shows the progress of the time stretch operation.

• You can adjust which algorithm should be used for the time stretch algo-
rithm on the Preferences page (Editing–Audio–Time Stretch Tool page).
For more information about time stretch, see page 348.

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5 – 124 The Project window
Sliding the contents of an event or part
You can move the contents of an event or part without changing its po-
sition in the Project window. By default, this is done by pressing [Ctrl]/
[Command]+[Alt]/[Option], clicking in the event or part and dragging
to the left or right.

❐ When sliding the contents of an audio event, you cannot slide past the
start or end of the actual audio clip. If the event plays the whole clip, you
cannot slide the audio at all.

Locking events
If you want to make sure you don’t edit or move an event by accident,
you can lock it. Locking can affect one (or any combination) of the fol-
lowing properties:
Lock Options Description

Position If this is locked, the event cannot be moved.

Size If this is locked, the event cannot be resized.

Other If this is locked, all other editing of the event is disabled. This in-
cludes adjusting the fades and event volume, processing, etc.

• To specify which of these properties should be affected by the Lock


function, use the “Lock Event Attributes” pop-up menu in the Prefer-
ences dialog (Editing page).

• To lock events, select them and select “Lock...” from the Edit menu.
The events will be locked according to the options specified in the Preferences dialog.
The padlock symbol indicates that
one or more of the lock options are
activated for the event.

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The Project window 5 – 125
• You can adjust the lock options for a locked event by selecting it and
selecting “Lock...” from the Edit menu again.
This opens a dialog in which you can activate or deactivate the desired lock options.

• To unlock an event (turn off all lock options), select it and select “Un-
lock” from the Edit menu.

• It is also possible to lock a whole track, by clicking the padlock symbol


in the Track list or in the Inspector.
This disables all editing of all events on the track.

Grouping Events
Sometimes it is useful to treat several events as one unit. This can be
done by grouping them: Select the events (on the same or different
Tracks) and select “Group” from the Edit menu.

Grouped events are indicated by a “g” in the upper right corner.

If you edit one of the grouped events in the Project window, all other
events in the same group are affected too (if applicable). Group edit-
ing operations include:
• Selecting events.
• Moving and duplicating events.
• Resizing events.
• Adjusting fade-in and fade-out (audio events only, see page 162).
• Splitting events (splitting one event will automatically split any other grouped
events that are intersected by the split position).
• Locking events.
• Muting events (see below).
• Deleting events.

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Muting events
You can Mute individual events in the Project window in the following
ways:

• To mute or unmute a single event, click on it with the Mute tool.

The Mute tool.

• To mute or unmute several events, select them – either by using the


standard selection techniques, or by using one of the options on the
Edit–Select submenu – and click on one of the selected events with
the Mute tool.
All selected events will be muted.

• You can also click in an empty area with the Mute tool and drag a se-
lection rectangle around several events you want to mute or unmute,
and then click on one of them with the Mute tool.

• You can mute events by selecting them and selecting “Mute” from the
Edit menu.
Similarly, you can unmute the selected events by selecting “Unmute” from the Edit
menu.
• You can also change the mute status of selected events on the info line.
Muted events can be edited as usual (with the exception of adjusting
fades), but are not played back.

Muted events are “greyed out”.

• You can also mute whole tracks by clicking the Mute (“M”) button in
the Track list, the Inspector or the mixer.
Clicking the Solo (“S”) button for a track mutes all other tracks.

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The Project window 5 – 127
Removing events
To remove an event from the Project window, use any of the following
methods:
• Click on the event with the Eraser tool.
Note that if you press [Alt]/[Option] while you click, all following events on the same
track will be deleted, but not the event you clicked and all events before it.
• Select the event(s) and press [Backspace], or select “Delete” from
the Edit menu.

Creating new files from events


As described in the Getting Started book, an audio event plays a sec-
tion of an audio clip, which in turn refers to one or more audio files on
the hard disk. However, in some situations you may want to create a
new file that consists only of the section played by the event. This is
done with the function “Bounce Selection” on the Audio menu:
1. Select one or several audio events.
2. Set up fade in, fade out and event volume (on the info line or using the
volume handle) as desired.
These settings will be applied to the new file. For details on fades and event volume, see
page 162.

3. Select “Bounce Selection” from the Audio menu.


You are asked whether you want to replace the selected event or not.

• If you click “Replace”, a new file is created, containing only the audio
in the original event. A clip for the new file is added to the Pool, and
the original event is replaced by a new event playing the new clip.

• If you click “No” a new file is created and a clip for the new file is
added to the Pool.
The original event is not replaced.
You can also apply the Bounce Selection function to an audio part. In
that case, the audio from all events in the part will be combined into a
single audio file. If you choose “Replace” when asked, the part will be
replaced with a single audio event playing a clip of the new file.

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Editing in Lane Display mode
When you are recording in Stacked cycle recording mode, each take
ends up on a separate lane on the track as described on page 58 and
page 70. However, you can also select this lane mode manually for in-
dividual tracks, and use it when editing in the Project window. This
makes it easier to view and handle overlapping events and parts.

Audio tracks
1. Make sure the Lane Display Type button is visible in the track list.
If it is hidden, you need to select Track Controls Settings from the context menu for the
track and add the Lane Display Type item in the dialog that appears.

2. Click the Lane Display Type button and select “Lanes Fixed” from the
pop-up menu that appears.
The audio track is divided vertically into two lanes. By default, all audio events end up
in the first (top) lane.

3. Now you can move events or parts between lanes, either by dragging
or by using the “Move to Next Lane/Previous Lane” commands on the
Edit menu or Quick menu.
Note that if there are overlapping audio events, the audio on the lowest lane has play-
back priority – moving events between lanes affects what will be heard!

If the vertical zoom factor is sufficiently high, the sections that will be heard on
playback are indicated in green.

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The Project window 5 – 129
• Note that there will always be an extra, empty lane at the bottom of the
track – if you move an event there, another lane will be added and so
on.
Depending on the number of lanes used, you may want to adjust the vertical zoom for
the track – simply drag the track edges in the track list.

4. After rearranging the overlapping events so that you hear what you
want, you can select all events and select “Delete Overlaps” from the
Advanced submenu on the Audio menu.
This puts all events in the top lane and resizes events so that overlapping sections are
removed.

5. To turn off Lanes mode, select “Lanes Off” from the Lane Display
Type pop-up menu.
If you do this without using the “Delete Overlaps” function, all overlapping sections will
be kept. However, the sections that were green will now be the sections visible (“on
top”) and thus the sections that will be heard.

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5 – 130 The Project window
MIDI tracks
1. Make sure the Lane Display Type button is visible in the track list.
If it is hidden, you need to select Track Controls Settings from the context menu for the
track and add the Lane Display Type item in the dialog that appears.

2. Click the Lane Display Type button and select “Lanes Auto” or “Lanes
Fixed”.

• In Lanes Auto mode, extra lanes will automatically be added where


necessary – if two MIDI parts overlap, they will automatically be put on
separate lanes.

• In Lanes Fixed mode, you have to move MIDI parts between lanes
manually (by dragging them or by using the “Move to Next Lane/Previ-
ous Lane” commands on the Edit menu or Quick menu).
In this mode, there will always be an extra, empty lane at the bottom of the track – if you
move a part there, another lane will be added and so on.

3. You can edit the overlapping parts as usual – by cutting, deleting or


muting sections in the Project window or by opening them in a MIDI
editor.
In an editor, parts on different lanes will be treated just like parts on different tracks –
you can use the part list pop-up menu to select an active part for editing, etc.
Note that there is no playback priority between lanes on a MIDI track – all unmuted
parts will be heard during playback.

4. To merge all overlapping parts into one, make sure the MIDI track is
selected, position the left and right locator around the parts and select
“Merge MIDI in Loop” from the MIDI menu.
In the dialog that appears, activate the Erase Destination option and click OK. This
merges all unmuted MIDI between the locators to a single part.

5. To turn off Lanes mode, select “Lanes Off” from the Lane Display
Type pop-up menu.

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The Project window 5 – 131
Range editing
Editing in the Project window isn’t necessarily restricted to handling
whole events and parts. You can also work with selection ranges,
which are independent from the event/part and track boundaries.

Creating a selection range


To make a selection range, drag with the Range Selection tool.

When the Range Selection tool is selected, the Select submenu on


the Edit menu has the following items for making selection ranges:
Option Description

All Makes a selection that covers all tracks, from the start of the
project to the end (as defined by the Length setting in the
Project Setup dialog).
None Removes the current selection range.

Invert Only used for event selection (see page 116).

In Loop Makes a selection between the left and right locator, on all
tracks.

From Start to Cursor Makes a selection on all tracks, from the start of the project to
the project cursor.

From Cursor to End Makes a selection on all tracks, from the project cursor to the
end of the project.

All on Selected Tracks Only used for event selection (see page 116).

Select Event This is available in the Sample Editor (see page 379).

Left Selection Side Moves the left side of the current selection range to the project
to Cursor cursor position.

Right Selection Side Moves the right side of the current selection range to the
to Cursor project cursor position.

• Double clicking on an event with the Range Selection tool creates a


selection range encompassing the event.
If you hold down [Shift] you can double click several events in a row, and the selection
range will expand to encompass them all. Double clicking a second time on an event
opens it for editing in the Sample Editor.

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5 – 132 The Project window
Adjusting the size of the selection range
You can adjust the size of a selection range in the following ways:
• By dragging its edges.
The pointer takes the shape of a double arrow when you move it over an edge of the
selection range.
• By holding down [Shift] and clicking.
The closest selection range edge will be moved to the position at which you clicked.
• By adjusting the selection range start or end position on the info line.
• By using the Trim buttons on the toolbar.
The left Trim buttons will move the start of the selection range and the right buttons will
move the end. The edges will be moved by the amount specified on the Grid pop-up.

This Trim button will move the end of the selection range to the right by 1 second.
• By using the Nudge buttons on the toolbar.
These will move the whole selection range to the left or the right. The amount of move-
ment depends on the selected display format (see page 97) and the value specified on
the Grid pop-up menu.

❐ Note that the contents of the selection are not moved – using the Nudge
buttons is the same as adjusting the start and end of the selection range
at the same time, by the same amount.

• The Trim buttons and the Nudge buttons are located in the Nudge palette,
which is not visible in the toolbar by default.
See page 712 for instructions on how to show and hide items in the toolbar.

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The Project window 5 – 133
Making selection ranges for several non-contiguous tracks
As described above, selection ranges can cover several tracks. How-
ever, it is also possible to exclude tracks from a selection range:
1. Create a selection range from the first to the last desired track.
2. Press [Ctrl]/[Command] and click in the selection range on the tracks
you want to exclude from the selection.

3. In the same manner, you can add a track to the selection range by
[Ctrl]/[Command]-clicking in the selection range area on the track.

Moving and duplicating

• To move a selection range, click and drag it to a new position.


This will move the contents of the selection range to the new position. If the range in-
tersected events or parts, these will be split before moving, so that only the sections
within the selection range are affected.

• To duplicate a selection range, hold down [Alt]/[Option] and drag.


You can also use the Duplicate, Repeat and Fill Loop functions, just as when duplicat-
ing events (see page 119).

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5 – 134 The Project window
Using Cut, Copy and Paste
When working with selection ranges, you can either use Cut, Copy
and Paste on the Edit menu, or use the functions “Cut Time” and
“Paste Time” on the Range submenu on the Edit menu. These work
differently to their related functions on the Edit menu:
Function Description

Cut Cuts out the data in the selection range and moves it to the
Clipboard. The selection range is replaced by empty track
space in the Project window, meaning that events to the right
of the range keep their positions.

Copy Copies the data in the selection range to the clipboard.

Paste Pastes the clipboard data at the start position and track of the
current selection. Existing events are not moved to make room
for the pasted data.

Paste at Origin Pastes the clipboard data back at its original position. Existing
events are not moved to make room for the pasted data.

Cut Time Cuts out the selection range and moves it to the Clipboard.
Events to the right of the removed range are moved to the left
to fill out the gap.

Paste Time Pastes the clipboard data at the start position and track of the
current selection. Existing events are moved to make room for
the pasted data.

Paste Time at Origin Pastes the clipboard data back at its original position. Existing
events are moved to make room for the pasted data.

Deleting selection ranges


Again, you can either use “regular” Delete or “Delete Time”:

• If you use the Delete function on the Edit menu (or press [Backspace]),
the data within the selection range is replaced by empty track space.
Events to the right of the range keep their position.

• If you use “Delete Time” on the Edit menu’s Range submenu, the se-
lection range is removed and events to the right are moved to the left
to close up the gap.

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Other functions
On the Range submenu on the Edit menu, you will find three more
range editing functions:
Function Description

Split Splits any events or parts that are intersected by the selection
range, at the positions of the selection range edges.

Crop All events or parts that are partially within the selection range are
cropped, that is, sections outside the selection range are removed.
Events that are fully inside or outside the selection range are not af-
fected.

Insert Silence Inserts empty track space from the start of the selection range.
The length of the silence equals the length of the selection range.
Events to the right of the selection range start are moved to the
right to “make room”. Events that are intersected by the selection
range start are split, and the right section is moved to the right.

Region operations
Regions are sections within a clip, with various uses. While regions
are perhaps best created and edited in the Sample Editor (see page
382), the following region functions are available on the Audio menu
in the Project window:
Function Description

Event or Range as This function is available when one or several audio events
Region or selection ranges are selected. It creates a region in the
corresponding clip, with the start and end position of the re-
gion determined by the start and end position of the event
or selection range within the clip.

Events from Regions This function is available if you have selected an audio event
whose clip contains regions within the boundaries of the
event. The function will remove the original event and re-
place it with event(s) positioned and sized according to the
Region(s).

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5 – 136 The Project window
Options
Snap
The Snap function helps you to find exact positions when editing in the
Project window. It does this by restricting horizontal movement and po-
sitioning to certain positions. Operations affected by Snap include mov-
ing, copying, drawing, sizing, splitting, range selection, etc.

• You turn Snap on or off by clicking the Snap icon in the toolbar.

Snap activated.

• When you are moving audio events with Snap activated, it isn’t necessar-
ily the beginning of the event that is used as Snap position reference. In-
stead, each audio event has a snap point, which you can set to a relevant
position in the audio (such as a downbeat, etc.).
The snap point is preferably set in the Sample Editor since it will allow for a higher de-
gree of precision (see page 376). You can however also set the snap point directly in
the Project window, in the following way:
1. Select an event.
2. Place the project cursor at the desired position within the selected au-
dio event.
3. Pull down the Audio menu and select “Snap Point To Cursor”.
The snap point is set at the cursor position.

The snap point for an event is displayed as a blue line in the Project window.

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The Project window 5 – 137
Exactly how Snap works depends on which mode is selected on the
Snap mode pop-up menu.

The following sections describe the different Snap modes:

Grid
In this mode, the Snap positions are set with the Grid pop-up menu to
the right. The options depend on the display format selected for the
ruler. For example, if the ruler is set to show bars and beats, the grid
can be set to bars, beats or the quantize value set with the next pop-up
menu to the right. If a time- or frame-based ruler format is selected, the
grid pop-up menu will contain time- or frame-based grid options, etc.

When seconds is selected as ruler format, the grid pop-up menu contains time-
based grid options.

Events
In this mode, the start and end positions of other events and parts be-
come “magnetic”. This means that if you drag an event to a position
near the start or end of another event, it is automatically aligned with
the start or end of the other event. For audio events, the position of the
snap point is also magnetic (see page 376).

• Note that this includes marker events on the marker track.


This allows you to snap events to marker positions, and vice versa.

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5 – 138 The Project window
Shuffle
Shuffle mode is useful when you want to change the order of adjacent
events. If you have two adjacent events and drag the first one to the
right, past the second event, the two events will change places.

The same principle works when changing the order of more than two
events:

1 2 3 4 5

Dragging event 2 past event 4...

1 3 4 2 5

...changes the order of events 2, 3 and 4.

Magnetic Cursor
When this mode is selected, the project cursor becomes “magnetic”.
Dragging an event near the cursor causes the event to be aligned with
the cursor position.

Grid + Cursor
This is a combination of the “Grid” and “Magnetic Cursor” modes.

Events + Cursor
This is a combination of the “Events” and “Magnetic Cursor” modes.

Events + Grid + Cursor


This is a combination of the “Events”, “Grid” and “Magnetic Cursor”
modes.

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The Project window 5 – 139
Snap to Zero Crossing
When this option is activated in the Preferences dialog (Editing–Audio
page), splitting and sizing of audio events is done at zero crossings
(positions in the audio where the amplitude is zero). This helps you
avoid pops and clicks which might otherwise be caused by sudden
amplitude changes.

❐ This setting affects all windows in all open projects – with the exception
of the Sample Editor (which has its own Snap to Zero Crossing button).

Autoscroll

Autoscroll activated.

When this option is activated, the waveform display will scroll during
playback, keeping the project cursor visible in the window.

• If the option “Stationary Cursor” is activated in the Preferences dialog


(Transport page), the project cursor will be positioned in the middle of
the screen (if possible).

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5 – 140 The Project window
6
Folder tracks
About folder tracks
A folder track

Tracks in the
folder

Just as the name implies, a folder track is a folder that contains other
tracks. Moving tracks into a folder is a way to structure and organize
tracks in the Project window. For example, grouping several tracks in a
folder track makes it possible for you to “hide” tracks (thus giving you
more working space on the screen). You can solo and mute several
tracks in a quicker and easier way, and perform editing on several tracks
as one entity. Folder tracks can contain any type of track including other
folder tracks.

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6 – 142 Folder tracks
Handling folder tracks
Creating a folder track
Folder tracks are created just like any other track: Select “Add Track”
from the Project menu and select “Folder” from the submenu that ap-
pears.

Moving tracks into a folder


You can move any type of track into a folder by using drag and drop:
1. In the Track list, click on a track that you want to move into a folder,
and drag it onto a folder track.
A green arrow pointing to a folder appears when you drag the track onto the folder
track in the list.

2. Release the mouse button.


The track is now placed in the folder track, and all parts and events on the track will be
represented by a corresponding folder part (see page 145), that is a graphical represen-
tation of all parts and events in the folder.

Since you can move any type of track into a folder track, it is possible to
create sub-folders by moving one folder track into another. This is called
“nesting”. For example, you could have a folder containing all the vocals
in a project, and each vocal part could have a nested folder containing
all the takes, in a subfolder for easier handling etc.

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Folder tracks 6 – 143
Removing tracks from a folder
To remove a track from a folder, simply drag it out of the folder and re-
lease it in the Track list.

Hiding/showing tracks in a folder


You can hide or show the tracks located in a folder by clicking on the
“Show/Hide” button (the plus sign) in the Track list for the folder track.
Hidden tracks are still played back as usual.

When a folder is “closed” this way, the folder part(s) still give you a
graphic representation of the parts and events within the folder.

Muting and soloing folder tracks


One of the main advantages of using folder tracks is that they provide
you with a way to mute and solo several tracks as one unit. Muting and
soloing a folder track affects all tracks in the folder. You can also solo
or mute individual tracks in the folder.
Muting a folder track
You can mute a folder track (and thereby mute all tracks within it) the
same way you mute other tracks by clicking in the Mute (“M”) button
in the Track list.

Soloing a folder track


You can solo a folder track (and thereby mute all tracks outside the
folder) the same way you solo other tracks, by selecting it and clicking
the Solo button.

Soloing or muting tracks within a folder


This can be done by showing the tracks in the folder and using the
Mute and Solo buttons in the Track list as usual for any tracks inside
the folder.

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6 – 144 Folder tracks
Working with folder parts
A folder part is a graphic representation of events and parts on the
tracks in the folder. Folder parts indicate the position and length of the
events and parts, as well as on which track they are (their vertical po-
sition). If part colors are used, these are also shown in the folder part.

Folder parts are created automatically when there are parts or events
on the tracks within the folder. The following rules apply:

• If there is a gap between parts/events on the tracks, there will be two


separate folder parts.

• Parts or events that overlap within the folder may be represented by


the same folder part or by two different folder parts – depending on
how much they overlap.
If a part/event overlaps by half its length or less it will be placed in a new folder part.

The MIDI part overlaps the audio events by more than half its length, which means
it is included in the same folder part.

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Folder tracks 6 – 145
If you move the MIDI part slightly to the right, the overlap is less than half its length.
This means a new folder part is created.

Handling and editing folder parts


Any Project window editing you perform to a folder part affects all its
contained events and parts (those elements on the track within the
folder that are represented by the folder part). You can select several
folder parts if you like – this allows you to handle and edit them to-
gether. The editing you can perform includes:
• Moving a folder part. This will move its contained events and parts (possibly
resulting in other folder parts, depending on how the parts overlap).
• Using cut, copy and paste.
• Deleting a folder part. This will delete its contained events and parts.
• Splitting a folder part with the Scissors tool (see the example below).
• Gluing folder parts together with the Glue tube tool. This will only work if the
adjacent folder parts contain events or parts on the same track.
• Resizing a folder part resizes the contained events and parts according to the
selected resizing method. This is set by clicking the Arrow tool icon on the
toolbar and selecting either “Normal Sizing” or “Sizing Moves Contents” from
the pop-up menu – see page 122. The third option on the pop-up, “Sizing Ap-
plies Time Stretch” cannot be used to resize folder parts.
• Muting a folder part. This will mute its contained events and parts.
In short, most of the editing you can do in the Project window applies
to folder parts as well.

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6 – 146 Folder tracks
An example
Splitting the folder part with the Scissors tool...

...will split all contained parts or events


present at that position.

Editing tracks within folder parts


Tracks inside a folder can be edited as one entity, by performing the
editing directly on the folder part containing the tracks as explained
above. You can also edit individual tracks within the folder, by show-
ing the contained tracks, selecting parts and opening editors as usual.
Double clicking a folder part opens the editors for the corresponding
track classes present in the folder. The following applies:

• All MIDI parts located on the tracks within the folder are displayed as
if they were on the same track, just like when opening the Key Editor
with several MIDI parts selected.
To be able to easily discern the different tracks in the editor, give each track a different
color in the Project window and use the “Part Colors” option in the editor (see page
547).

• If the folder contains tracks with audio events and/or audio parts, the
Sample and/or Audio Part Editors are opened, with each audio event
and audio part in a separate window.

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Folder tracks 6 – 147
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6 – 148 Folder tracks
7
Using markers
About markers
Markers are used to quickly locate any position. If you often find your-
self jumping to a specific position, you can set up that position as a
marker. There are two types of markers:
• Cycle markers, which allow you to store the start and end positions of a range.
• Standard markers which store a specific position.
Markers can be created and edited in several ways:
• By using the Marker window (see below).
• By using the Marker track (see page 154).
• By using key commands (see page 159).
• By using the Project Browser (see page 160).

• The left and right locators are handled separately – see page 32.

The Marker window

In the Marker window you can perform most editing operations con-
cerning markers. Markers are displayed sequentially starting from the
top of the window in the order that they occur in the project. Most
functions in the Marker window are also available in the Inspector
when the Marker track is selected.
To open the Marker window, select “Markers” from the Project menu,
click the “Show” button in the Marker section on the Transport panel
or use the key command (by default [Ctrl]/[Command]-[M]).

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7 – 150 Using markers
The Marker window columns
The Marker window is divided into six columns which are used for per-
forming the following operations:
• The leftmost column is the Locate column.
Clicking in this column will move the project cursor to the corresponding Marker posi-
tion. A blue arrow indicates the Marker at the project cursor position (or the closest
marker before the project cursor).
• The ID column is used to edit marker ID-numbers.
See page 153.
• The Position column displays the markers’ time positions (or start positions for
cycle markers).
The marker positions can be edited directly in this column.
• The End and Length columns display the end positions and length of cycle
markers – see page 154.
These values can also be edited directly in the respective column.
• The Description column lets you enter names or descriptions for markers.

Adding and removing markers in the Marker window


You add position markers (in Stop mode, during playback or during
recording) by clicking the Add button or by pressing [Insert] on the
computer keyboard. Markers are always added at the current project
cursor position.

• To add a cycle marker, select “Cycle Markers” from the Show pop-up
menu and click the Add button.
This adds a cycle marker between the left and right locator. You can also draw cycle
markers on the Marker track (see page 155).

• To remove a marker, select it and click the Remove button.

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Using markers 7 – 151
Moving marker positions in the Marker window
The Move button in the Marker window can be used to “reprogram”
marker positions. Proceed as follows:
1. Set the project cursor to the position to which you want to move (or
re-program) a marker.
2. Select the marker which you want to change in the Marker window.
Do not select the marker by clicking in the leftmost column, as this will move the
project cursor you set up in the previous step.

• If a cycle marker is selected, the Move operation affects the cycle


marker start position.
The length of the range is not affected.

3. Click the Move button.


You can also move markers by editing their position numerically in the
Position column.

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7 – 152 Using markers
About marker ID-numbers
Each time you add a marker it is automatically and sequentially as-
signed an ID-number, starting from ID 1 and onwards. ID numbers can
be changed at any time if needed – this allows you to assign specific
markers to key commands (see below).
IDs for cycle markers are shown in brackets and start from [1]. These
may also be changed, for the same reason.

Assigning markers to key commands


As explained earlier, marker ID-numbers are assigned automatically and
sequentially each time you add a marker. The nine first markers (1-9)
can be recalled by using key commands – by default these are [Shift]-
[1] to [9] on the typewriter part of the keyboard. This means that even if
you have more than nine markers, you cannot use key commands to
navigate to markers numbered 10 or higher.
If you want to keep all current markers, but want to specify which mark-
ers should be accessed with key commands, the solution is to reassign
the marker ID-numbers. Proceed as follows:
1. First decide which of the current markers with an ID between 1 and 9
you want to reassign to a new ID-number, and thus remove its key
command assignment.
Memorize the ID-number.

2. Type in this ID-number in the ID column of the marker you want to ac-
cess with a key command and press enter.
The two marker ID-numbers are switched, and the key commands now locates to the
marker selected in this step.

3. Repeat as necessary for other markers.

• You can also simply remove a marker with an ID-number between 1 to


9 to free up a key – see page 151.

• For more about marker key commands, see page 159.

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Using markers 7 – 153
Using the Marker track
Markers Cycle marker Locators

The Marker track is used for viewing and editing markers. Markers
shown on the Marker track are exactly the same as shown in the Marker
window, and any changes made on the Marker track are reflected in the
Marker window and vice versa. Standard position markers in the Marker
track are shown as marker events, vertical lines with the marker name (if
assigned) and number beside it. If you select the Marker track, all mark-
ers are shown in the Inspector, much like in the Marker window.

About cycle markers


Cycle markers are shown on the Marker track as two markers bridged
by a horizontal line. Cycle markers are ideal for storing sections of a
project. By setting cycle markers for sections of a song, for example
“Intro”, “Verse”, “Chorus” etc., this enables you to quickly navigate to
the song sections, and also to optionally repeat the section (by acti-
vating Cycle on the Transport panel).
In addition, Cycle markers appear on the horizontal Zoom pop-up
menu in the Project window. If you select a Cycle marker from the
pop-up menu, the screen is automatically zoomed to encompass the
Cycle marker range.

Opening the Marker track


To open the Marker track, select “Marker” from the Project menu –
Add Track submenu. You can only have one Marker track in a project.

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7 – 154 Using markers
Editing markers on the Marker track
The following basic editing functions can be performed directly on the
Marker track:
• Adding position markers “on the fly”.
Use the [Insert] key or the “Add Marker” button in the Track list for the Marker track to
add position markers at the current cursor position during playback.

Add Marker/Add Cycle Marker buttons

• Adding a cycle marker at the left and right locator positions.


Clicking the “Add Cycle Marker” button in the Track list for the Marker track adds a cy-
cle marker spanning the area between the left and right locator.

• Selecting markers.
You can use standard selection techniques like dragging to make a selection rectangle
or using [Shift] to select separate markers.
• Drawing position markers.
By clicking with the Pencil tool (or pressing [Alt]/[Option] and clicking with the Arrow
tool), you can create or “draw” position marker events at any position on the track. If snap
is activated on the toolbar, this determines at which positions you can draw markers.

• Drawing cycle markers.


To draw a cycle marker range, you press [Ctrl]/[Command] and use the Pencil tool or
the Arrow tool. Snap settings are applied if activated.

❐ Cycle markers can freely overlap.

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Using markers 7 – 155
• Resizing a cycle marker.
Select a cycle marker by clicking on it. As you can see, two handles appear at the bot-
tom of the start and end events. If you click and hold one of the handles you can drag
the event left or right to resize the cycle marker. This can also be done numerically on
the info line.

• Moving markers.
Click and drag to move the selected markers, or edit marker positions on the info line.
As usual, snap is taken into account if activated.
• Removing markers.
This is done exactly the same way as for other events, i.e. by selecting and pressing
[Delete], using the Erase tool etc.
• Naming markers.
A selected marker’s name can be edited by clicking the name on the info line.

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7 – 156 Using markers
Navigating using cycle markers
Cycle markers represent ranges rather than single positions. There-
fore you don’t use them for moving the project cursor, but for moving
the left and right locators:

• If you double click on a cycle marker, or select it from the Cycle pop-
up menu in the Track list, the left and right locators are moved to en-
compass the cycle marker.
To move the project cursor position to the start or the end of the cycle marker, move it
to the corresponding locator (e.g. by using the numeric pad keys [1] and [2]).

• You can also use key commands for this – see page 159.

Zooming to cycle markers

• By selecting a cycle marker on the Zoom pop-up menu, the event dis-
play is zoomed in to encompass the selected range only.
You can also do this by pressing [Alt]/[Option] and double clicking on the cycle marker
in the event display.

Editing cycle markers using tools


Cycle markers can be edited on the Marker track using the following
tools. Note that the snap value applies as with regular events:
Tool Use

Pencil Press [Ctrl]/[Command] and use the Pencil tool to create new
ranges (as described above).

Eraser Click with the Eraser tool to delete a cycle marker. If you hold down
[Alt]/[Option] when you click, all consecutive markers will also be
deleted.

Selection Range This is described on page 158.

The other tools cannot be used with cycle markers.

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Using markers 7 – 157
Using markers to make range selections in the Project window
Besides enabling you to quickly move the project cursor and locators,
markers can be used in conjunction with the Range Selection tool to
make range selections in the Project window. This is useful if you
quickly want to make a selection that spans all tracks in the project.

• Double click with the Range Selection tool between any two markers
– this creates a selection range between the markers, spanning all
tracks in the project (just as if you had used the Range Selection tool
to draw a rectangle).
Any functions or processing you perform will now affect the selection only.

Moving and Copying parts


This is a quick way to move or copy complete sections of the project
(on all tracks):
1. Set markers at the start and end of the section you want to move or
copy.
2. Select the Range Selection tool and double click on the Marker track
between the markers.
Everything in the project within the cycle marker boundaries is selected.

3. Click on the Marker track in the selected range and drag the range to
a new position.
The selection in the Project window is moved to the same position.

• If you hold down [Alt]/[Option] while you drag the range, the selection
in the Project window is copied instead.

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7 – 158 Using markers
Marker key commands
You can use key commands for the following marker operations:
Operation Description Default key

Insert Marker Creates a new marker at the current project [Insert]


cursor position.

Locate Next Marker Moves the project cursor to the right to the [Shift]-[N]
next marker position (if any).

Locate Previous Marker Moves the project cursor to the left to the [Shift]-[B]
previous marker position (if any).

To Marker 1-9 Moves the project cursor to the specified [Shift]-[1] to [9]
marker (number 1 to 9).

Set Marker 1-9 Moves the specified marker (number 1 to 9) [Ctrl]-[1] to [9]
to the current project cursor position.

Recall Cycle Marker 1-9 Moves the left and right locators to encom- [Shift]-[Pad1] to
pass the specified cycle marker (1 to 9). [Pad9]

If you need to change the key command assignments, the marker com-
mands can be found in the Transport category in the Key Commands
dialog.

• For the [Shift]-[Pad1] to [Pad9] commands to work, Num Lock must be


deactivated on the computer keyboard!

NUENDO
Using markers 7 – 159
Editing markers in the Project Browser
❐ To view and edit markers in the Project Browser, the Marker track must
be added to the Project window.

If you have a Marker track in the Project window, you can create and
edit all marker parameters, including marker ID’s, in the Project
Browser. Proceed as follows:
1. Open the Project Browser by selecting it on the Project menu.
2. Select “Marker” in the Project Structure window.
A list of the markers is shown in the main Browser window.

3. Now you can edit marker names, positions and ID numbers, by select-
ing an item and typing in values as usual in the main editor window.
For details about editing in the Project Browser see page 577.

• You can use the Add pop-up menu and Add button to insert new
markers or cycle markers when the Marker track is selected in the
Project Browser.
This works just like the Add button in the Marker window (see page 151).

NUENDO
7 – 160 Using markers
8
Fades and crossfades
Creating fades
There are two main types of fade-ins and fade-outs in audio events in
Nuendo: fades created by using the fade handles (see below) and
fades created by processing (see page 164).

Fades created by using the fade handles


Selected audio events have blue handles in the upper left and right cor-
ners. These can be dragged to create a fade-in or fade-out respectively.

Creating a fade-in. The fade is automatically reflected in the shape of the event’s
waveform, giving you a visual feedback of the result when you drag the fade handle.

Fades created with the handles are not applied to the audio clip as
such but calculated in real time during playback. This means that sev-
eral events referring to the same audio clip can have different fade
curves. It also means that having a huge number of fades may demand
a lot of processor power.
• If you select multiple events and drag the fade handles on one of them, the
same fade will be applied to all selected events.
• A fade can be edited in the Fade dialog, as described on the following pages.
You open the dialog by double clicking in the area above the fade curve, or by selecting
the event and selecting “Open Fade Editor(s)” from the Audio menu (note that this will
open two dialogs if the event has both fade-in and fade-out curves).
If you adjust the shape of the fade curve in the Fade dialog, this shape will be maintained
when you later adjust the length of a fade.
• You can make the fade longer or shorter at any time, by dragging the handle.
You can actually do this even without selecting the event first, i.e. without visible han-
dles. Just move the mouse pointer along the fade curve until the cursor turns into a bi-
directional arrow, then click and drag.
• If the option “Show Event Volume Curves Always” is activated in the Prefer-
ences dialog (Event Display–Audio page), the fade curves will be shown in all
events, regardless of whether they are selected or not.
If the option is deactivated, the fade curves are shown in selected events only.

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8 – 162 Fades and crossfades
Creating and adjusting fades with the Range Selection tool

“Handle-type” fades can also be created and adjusted with the Range
Selection tool, in the following way:
1. Select a section of the audio event with the Range Selection tool.
The result depends on your selection, in the following way:
• If you select a range from the beginning of the event, a fade-in will be created
within the range.
• If you select a range that reaches the end of an event, a fade-out will be created
in the range.
• If you select a range encompassing a middle section of the event, but not reach-
ing neither the start nor the end, both a fade-in and a fade-out will be created
outside of the selected range. In other words, the fade-in will cover the area from
the beginning of the event to the beginning of the selected range, and the fade-
out will cover the area from the end of the selected range to the end of the event.
2. Pull down the Audio menu and select “Adjust Fades to Range”.
The fade areas are adjusted according to the selection range.

❐ You can select multiple audio events on separate tracks with the Range
Selection tool, and apply the fade to all of them simultaneously.

About the volume handle


A selected audio event also has a blue handle in the top middle. This is
the volume handle, and it provides a quick way of changing the volume
of an event, directly in the Project window. It stands in direct correla-
tion with the volume setting in the info line, that is, dragging the volume
handle also changes the value in the info line.
The volume change is displayed
numerically in the info line.

The event waveform re-


flects the volume change.

Drag the Volume handle up or down


to change the volume of the event.

NUENDO
Fades and crossfades 8 – 163
Removing fades
To remove a fade, select the event and select “Remove Fades” from
the Audio menu.
You can also use the Range Selection tool to remove fades and
crossfades:
1. Drag the Range Selection tool in the Project window, so that the se-
lection encloses all of the fades and crossfades you wish to remove.
2. Select “Remove Fades” from the Audio menu.

Fades created by processing


If you have selected an audio event or a section of an audio event (us-
ing the Range Selection tool), you can apply a fade-in or fade-out to
the selection by using the “Fade In” or “Fade Out” functions on the
Process submenu on the Audio menu. These functions open the cor-
responding Fade dialog, allowing you to specify a fade curve.

❐ Note that the length of the fade area is determined by your selection. In
other words, you specify the length of the fade before you enter the Fade
dialog.

❐ Also note that you can select multiple events and apply the same process-
ing to all of them simultaneously.

Fades created this way are applied to the audio clip rather than to the
event. This has the following consequences:
• If you later create new events that refer to the same clip, these will have the
same fades.
• At any time you can remove or modify the fades using the Offline Process His-
tory (see page 354).
If other events refer to the same audio clip, you will be asked whether
you want the processing to be applied to these events or not.
• Continue will apply the processing to all events that refer to the audio clip.
• New Version will create a separate, new version of the audio clip for the se-
lected event.

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8 – 164 Fades and crossfades
• You can also choose to put a checkmark in the “Do not ask this message again”
box. Regardless of whether you then choose “Continue” or “New Version”, any
and all further processing you do will conform to the option you select.

❐ You can change this setting at any time in the Preferences dialog (Editing–
Audio page), under “On Processing Shared Clips”.

The Fade dialogs


The Fade dialogs appear when you edit an existing fade or use the
“Fade In”/”Fade Out” functions on the Audio menu’s Process sub-
menu. The picture below shows the Fade In dialog; the Fade Out dia-
log has identical settings and features.

• If you open the Fade dialog(s) with several events selected, you can
adjust the fade curves for all these events at the same time.
This is useful if you want to apply the same type of fade-in to more than one event, etc.

Curve Kind
These buttons determine whether the fade curve should consist of
spline curve segments (left button) or linear segments (right button).

NUENDO
Fades and crossfades 8 – 165
Fade display
Shows the shape of the fade curve. The resulting waveform shape is
shown in dark grey, with the current waveform shape in light grey.
You can click on the curve to add points, and click and drag existing
points to change the shape. To remove a point from the curve, drag it
outside the display.

Restore button
The Restore button (to the right above the fade display) is only avail-
able when editing fades made by dragging the fade handles. Click this
to cancel any changes you have made since opening the dialog.

Curve shape buttons


These buttons give you quick access to some common curve shapes.

Default button
Clicking the “As Default” button stores the current settings as the de-
fault fade. This shape will be used whenever you create new fades.

Presets
If you have set up a fade-in or fade-out curve that you may want to ap-
ply to other events or clips, you can store it as a preset by clicking the
Store button.

• To apply a stored preset, select it from the pop-up menu.


• To rename the selected preset, double click on the name and type a
new one.

• To remove a stored preset, select it from the pop-up menu and click
Remove.

❐ Stored fade-in presets will only appear in the Fade In dialog, and fade-
out presets will only appear in the Fade Out dialog.

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8 – 166 Fades and crossfades
Preview, Apply and Process
The buttons in the bottom row are different depending on whether you
are editing a fade made with the fade handles or applying a fade using
processing:

The Edit Fade dialog. The Process Fade dialog.

The Edit Fade dialogs have the following buttons:


Button Function

OK Applies the set fade curve to the event, and closes the dialog.

Cancel Closes the dialog.

Apply Applies the set fade curve to the event, without closing the dialog.

The Process Fade dialogs have the following buttons:


Button Function

Preview Plays back the fade area. Playback will repeat until you click the button
again (the button is labeled “Stop” during playback).

Process Applies the set fade curve to the clip, and closes the dialog.

Cancel Closes the dialog without applying any fade.

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Fades and crossfades 8 – 167
Creating crossfades
Overlapping audio material on the same track can be crossfaded, for
smooth transitions or special effects. You create a crossfade by select-
ing two consecutive audio events and selecting the Crossfade com-
mand on the Audio menu (or using the corresponding key command,
by default [X]). The result depends on whether the two events overlap
or not:

• If the events overlap, a crossfade is created in the overlapping area.


The crossfade will be of the default shape – initially a linear, symmetric crossfade, but
you can change this as described below.

Overlapping section.

• If the events don’t overlap but are directly consecutive (lined up end-
to-start, with no gap) it’s still possible to crossfade them – provided
that their respective audio clips overlap! In this case, the two events
are resized so that they overlap, and a crossfade of the default length
and shape is applied.
The default crossfade length and shape are set in the Crossfade dialog (see page 176).

NUENDO
8 – 168 Fades and crossfades
An example:

Audio events.

Audio clips.

The events in themselves do not overlap, but their clips do. Therefore, the events
can be resized so that they overlap, which is required for a crossfade to be created.

When you select the Crossfade function, the two events are resized so that they
overlap, and a default crossfade is created in the overlapping section.

• If the events don’t overlap, and cannot be resized enough to overlap, a


crossfade cannot be created.

• Once you have created a crossfade, you can edit it by selecting one
or both crossfaded events, and selecting “Crossfade” from the Audio
menu again (or by double clicking in the crossfade zone).
This opens the Crossfade dialog, as described below.

Removing crossfades
To remove a crossfade, select the events and select “Remove Fades”
from the Audio menu, or use the Range Selection tool:
1. Drag the Range Selection tool in the Project window, so that the se-
lection encloses all of the fades and crossfades you wish to remove.
2. Select “Remove Fades” from the Audio menu.

• You can also remove a crossfade by clicking and dragging it outside


the track.

NUENDO
Fades and crossfades 8 – 169
The Crossfade dialog
• The following section describes the default Crossfade dialog.
However, if you activate the option Simple Crossfade Editor in the Preferences (Editing-
Audio page), a simplified dialog will be used instead (similar to the regular fade dialogs).

The Crossfade dialog is divided into two parts:


The upper part contains a display that shows the crossfade curve and
the waveforms.
The lower part contains a number of common settings and controls,
as well as separate settings for the fade-in and fade-out curves in the
crossfade. In the center of the lower part there are two sets with iden-
tical controls: The upper set controls the fade out curve, and the lower
set controls the fade-in curve.

Play buttons
• The “Play Fade Out” and “Play Fade In” buttons allow you to audition
the fade-out or fade-in part only, without the crossfade.

• The “Play Crossfade” button plays back the whole crossfade.


You can also use the Transport play controls to play back the cross-
faded audio events. This way, you will however play back all unmuted
audio events on other tracks as well.

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8 – 170 Fades and crossfades
Pre-roll and Post-roll
When auditioning with the Play buttons, you can choose to activate
pre-roll and/or post-roll. Pre-roll lets you start playback before the fade
area, and post-roll lets you stop playback after the fade area. This can
be useful for auditioning the fade in a context.

• To specify how long the pre- and post-rolls should be, click in the time
fields and enter the desired time (in seconds and milliseconds).

• To activate pre- and post-roll, click the respective button.


To deactivate, click the button again.

1 second pre-roll activated.

Curve buttons
• The curve kind buttons determine whether the corresponding fade
curve should consist of spline curves (left button) or linear segments
(right button).

• The curve shape buttons give you quick access to some common
curve shapes.

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Fades and crossfades 8 – 171
Symmetric Fades
As previously mentioned, there are separate, identical controls for the
fade out curve and the fade in curve. However, by activating “Symmet-
ric Fades”, the controls are “linked” so that both fade curves are af-
fected by the same amount regardless of whether you use the fade-out
or fade-in controls. The actual result however, depends on which con-
trol is used. The following descriptions of the controls detail what hap-
pens when you use a certain control with “Symmetric Fades” activated.

Fade displays
Shows the shape of the fade-out and fade-in curve, respectively. You
can click on the curve to add points, and click and drag existing points
to change the shape. To remove a point from the curve, drag it outside
the display.

Crossfade display
The top display shows the shape of the whole crossfade curve and
the resulting waveform. You can perform a number of click and drag
operations in this display.
Depending on whether “Symmetric Fades” is activated or not (see
above), the following will happen when you click and drag the differ-
ent points in the display:

1
2
3 1
2
3
1. Click and drag these points to change the length of the fade-out curve
(upper) or the fade-in curve (lower), respectively.
If “Symmetric Fades” is activated, these instead change the length of both the fade out
curve and the fade in curve. The length change will be applied equally to both sides,
without moving the “Offset Point” (see page 175).

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8 – 172 Fades and crossfades
2. Click and drag these points to move the fade-out curve (upper) or the
fade-in curve (lower), respectively.
If “Symmetric Fades” is activated, these instead change the length of both the fade out
curve and the fade in curve – by moving only the end or the start of the curves as well
as the “Offset Point”.

3. Click and drag these points to move the Offset Point (the dotted line)
for the fade-out curve (upper) or the fade-in curve (lower), respectively.
Moving the Offset Point will also move the fade curve. If “Symmetric Fades” is activated,
the Offset Point for both curves will be moved.

• You can also click and drag to move audio clips (along with the fade
curve) in the display. The pointer takes on the shape of a hand to indi-
cate that it’s possible to move a clip.

• You can right-click (Win) or [Ctrl]-click (Mac) in the ruler and use the
pop-up menu to select a time format (see page 94).

• You can scroll and zoom the display with the horizontal and vertical
scroll bars and zoom controls. The standard Zoom procedures apply
(see the Getting Started book).

Equal Gain and Power


• If you activate the “Equal Gain” checkbox, the fade curves are adjusted
so that the summed fade-in and fade-out amplitudes will be the same
all along the crossfade region.
This is often suitable for short crossfades.
• If you activate the “Equal Power” checkbox, the fade curves are ad-
justed, so that the energy (power) of the crossfade will be constant all
along the crossfade region.

❐ Equal Power curves have only one editable curve point. You cannot use
the Curve kind buttons or the presets when this mode is selected.

NUENDO
Fades and crossfades 8 – 173
Resizing the crossfade area
You can adjust the length of the crossfade area either in the crossfade
display (as described on page 172), by using the Length sliders or by
clicking in the “Length” fields, changing the value numerically and
pressing [Return].

• If “Symmetric Fades” is activated, both the fade out and the fade in
length will be changed by the same amount. Otherwise, the upper
Length controls change the length of the fade-out curve, and the lower
controls change the length of the fade-in curve.

• If possible, the length change will be applied equally to “both sides” of


the crossfade (i.e. Nuendo tries to “center” the crossfade).

❐ To be able to resize a crossfade this way, it must be possible to resize the


corresponding event. For example, if the left crossfaded event already
plays its audio clip to the end, its endpoint cannot be moved any further to
the right.

Moving the crossfade area


You can move the crossfade area in various ways: In the crossfade
display (as described on page 172), with the Nudge buttons, with the
Overlap controls (either the slider or numerically) or by changing the
Offset Point.

Using the Nudge controls

• When you use the Nudge controls, you can decide whether they should
move the fade area or the audio clip, by clicking the corresponding ra-
dio button under “Nudge Mode”.

• Each time you click a Nudge button, the fade area or the audio event
will be moved in the corresponding direction by the amount specified
on the “Nudge Range” pop-up menu.
The Nudge buttons in the upper region affect the fade-out curve, and the Nudge but-
tons in the lower region affect the fade-in curve. Note that it is only possible to move
the audio of the second event – i.e. the event that is faded in.

• You can also click in the Nudge value field, enter a numerical value
and press [Return] to move a fade area or an audio event.

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8 – 174 Fades and crossfades
• If “Symmetric Fades” is activated, and the Nudge Mode is set to “Move
Fade”, both the fade-out area and the fade-in area will be moved by the
same amount.

• If “Symmetric Fades” is activated, and the Nudge Mode is set to “Move


Audio”, the Nudge buttons in the lower region will move the audio event
with the fade in.
In this mode, the Nudge buttons in the upper region will move both the entire fade area
and the audio event with the fade in.

Using the Overlap controls


The Overlap controls let you move the fade area without moving the
Offset Point – the “center” of the fade area (see below). This means
that the “center” of the fade will be offset in relation to the fade area.

• You can either use the Overlap sliders or you can click in the Overlap
fields, change the values numerically and press [Return].

• If “Symmetric Fades” is activated, both the upper and the lower Over-
lap controls will move both the fade-out and the fade-in area.

Changing the Offset Point


You can also move a fade area by changing its Offset Point. The Off-
set Point is the “center” of the fade area, i.e. the point where the vol-
ume of the event is precisely halfway between full level and zero level.

• Click in the value field, enter the desired value, in accordance with the
selected display format (see page 172) and press [Return].
This will move the Offset Point along with the fade area by the specified amount. Note
however that this only applies to the fade-in area!

• The Offset Point is indicated by a dotted vertical line in the crossfade


display.

Changing the volume


You can use the Volume controls to change the volume of the cross-
faded events. Either use the Volume sliders or click in the Volume
fields, change the values numerically and press [Return].
This is the same thing as using the volume handles in the Event dis-
play, as described on page 163.

NUENDO
Fades and crossfades 8 – 175
Default buttons
Clicking the “As Default” button stores all of the current settings as
the default crossfade. These settings will then be used whenever you
create new crossfades.
Clicking the “Recall Default” button copies the curves and settings in
the Default crossfade to the Crossfade dialog.

Presets
If you have set up a crossfade that you may want to apply to other
events, you can store it as a preset by clicking the store button (the
disk icon).

• To apply a stored preset, select it from the pop-up menu.

• To rename the selected preset, double click on the name and type in
a new one.

• To remove a stored preset, select it from the pop-up menu and click
the remove button (the trash icon).

Autoscroll

If this option is activated, the crossfade display will be scrolled during


playback, so that the play position cursor is always visible. This works
just like Autoscroll in the Project window (see page 140).

• Note that this only applies if you use the Transport play controls – not if
you use the Play controls in the Crossfade dialog.

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8 – 176 Fades and crossfades
Zoom and Auto Zoom
If you have scrolled or zoomed the crossfade display horizontally (see
page 172), you can click the “Zoom to Fade” button (the magnifying
glass icon) to quickly revert to the standard zoom factor and center
the display on the currently selected crossfade area.
If Auto Zoom is activated (checked), the crossfade display will auto-
matically be zoomed and centered on the current crossfade if you re-
size it (see page 174).

Select Crossfade buttons


These allow you to select the previous/next crossfade area on the cur-
rent track, if it contains more than one crossfade.

• If “Project selection follows” is activated, selecting another crossfade


will automatically change the event selection in the Project window.
The second event in the selected crossfade will be selected.

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Fades and crossfades 8 – 177
Auto Fades and Crossfades
Nuendo features an Auto Fade function that can be set both globally,
i.e. for the entire project, and separately for each audio track. The idea
behind the Auto Fade function is to create smoother transitions be-
tween events by applying short (1 - 500 ms) fade-ins and fade-outs.

❐ As mentioned earlier, fades are calculated in real time during playback.


This means that the larger the number of audio tracks with Auto Fades
activated in a project, the higher the demands on the processor.

Making global Auto Fade settings


1. To make Auto Fades settings globally for the project, select “Auto
Fades Settings...” from the Project menu.
This opens the Auto Fades dialog for the project.

2. Use the checkboxes in the upper right corner to activate or deactivate


Auto Fade In, Auto Fade Out and Auto Crossfades, respectively.
3. Use the Length value field to specify the length of the Auto Fade or
Crossfade (1-500 ms).

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8 – 178 Fades and crossfades
4. To adjust the shapes of Auto Fade In and Auto Fade Out, select the
“Fades” tab and make settings as in the regular Fade dialogs.
5. To adjust the shape of the Auto Crossfade, select the “Crossfades”
tab and make settings as in the regular Crossfade dialog.
6. If you want to use the settings you have made in forthcoming new
projects, click the “As Default” button.
The next time you create a new project, it will use these settings by default.

7. Click OK to close the dialog.

Making Auto Fade settings for a separate track


By default, all audio tracks will use the settings you have made in the
project’s Auto Fades dialog. However, since Auto Fades use comput-
ing power, a better approach may be to turn Auto Fades off globally,
and activate them for individual tracks, as needed:
1. Right-click (Win) or [Ctrl]-click (Mac) the track in the Track list and se-
lect “Auto Fades Settings...” from the context menu (or select the track
and click the “Auto Fades Settings” button in the Inspector).
The Auto Fades dialog for the track appears. This is identical to the project’s Auto Fades
dialog, with the addition of a “Use Project Settings” option.

2. Deactivate the “Use Project Settings” option.


Now, any settings you make will be applied to the track only.

3. Set up the Auto Fades as desired and close the dialog.

Reverting to project settings


If you want a track to use the global Auto Fade settings, open the Auto
Fades dialog for the track and activate the “Use Project Settings”
checkbox. This makes the track use the Auto Fade settings you have
made for the project.

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Fades and crossfades 8 – 179
NUENDO
8 – 180 Fades and crossfades
9
The mixer
About this chapter
This chapter contains detailed information about the elements used
when mixing audio and MIDI, and the various ways you can configure
the mixer.
Some mixer related features are not described in this chapter. These
are the following:

• Setting up and using audio effects.


See page 230.

• Setting up and using MIDI effects.


See page 459.

• Surround Sound.
See page 276.

• Automation of all mixer parameters.


See page 294.

• How to mix down several audio tracks (complete with automation and
effects if you wish) to a single audio file.
See page 597.

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9 – 182 The mixer
Overview

The picture above shows an extended mixer (see page 207).

The mixer offers a common environment for controlling levels, pan,


solo/mute status etc. for both audio and MIDI channels.

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The mixer 9 – 183
Opening the mixer
The mixer can be opened in several ways:

• By selecting Mixer from the Devices menu.

• By clicking the Mixer icon on the toolbar


This always opens the first Mixer window (see below).

• By using a key command (by default [F3]).

• By clicking the Mixer button in the Devices panel.


You open the Devices panel by selecting Show Panel from the Devices menu.

About mixer windows 2 - 4


You may have noticed that there are in fact four separate mixer items
selectable from the Devices menu; “Mixer”, “Mixer 2”, “Mixer 3” and
“Mixer 4”. These are not separate mixers, but rather separate windows
of the same mixer.

• Each of the four mixer windows can be configured to show any com-
bination of channels, channel types, narrow and wide channel strips
etc. (how to do this is described later in this chapter).
You can for example configure one mixer window to show MIDI channel strips, another
to show input and output channels, another to show all audio channels and so on.

Mixer windows showing different configurations.

NUENDO
9 – 184 The mixer
• You can also save channel configurations as View sets (see page 193)
which are then accessible from all four mixer windows.
These features are very convenient when working with large projects.
Considering the number of different channel types that can be shown
in the mixer, they could even be described as necessary!
With the four mixer windows, combined with the ability to instantly re-
call different mixer configurations, you are always able to focus on the
task at hand and keep window scrolling down to a minimum.

• All the various options for configuring the mixer described in this chapter
are identical for all four mixer windows.

What channel types can be shown in the mixer?


The following track based channel types are shown in the mixer:
• Audio
• MIDI
• Effect return channels (FX channel tracks are referred to as effect return chan-
nels in the mixer).
• Group channels.
The order of audio, group, effect return and MIDI channel strips (from
left to right) in the mixer corresponds to the Project window Track list
(from the top down). If you reorder tracks of these types in the Track
list, this will in turn be mirrored in the mixer.
In addition to the above, the following channel types are also shown in
the mixer:
• Activated ReWire channels (see page 670).
• VST Instrument channels (see page 264).
ReWire channels cannot be reordered and always appear to the right
of other channels in the main mixer pane (see below), with VSTi chan-
nels furthest to the left, followed by the ReWire channels.
Folder, Marker, Video and Automation tracks are not shown in the mixer.

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The mixer 9 – 185
Input and output busses in the mixer
Input and output busses are represented by input and output chan-
nels in the mixer. They appear in separate “panes” separated by mov-
able dividers and with their own horizontal scrollbars. See page 198.

About multichannel audio


Nuendo has full support for surround sound. Each audio channel and
bus in the mixer can carry up to 12 speaker channels. This means that
if you have an audio track configured for 5.1 surround sound for exam-
ple, this will have a single channel strip in the mixer, just like mono or
stereo tracks (although its level meter will have six meter bars, one for
each speaker channel).
Another thing to note is that the look of a channel strip differs slightly
depending on how it is routed – mono or stereo tracks routed to a sur-
round output bus will have a surround panner control instead of a reg-
ular pan control, for example.

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9 – 186 The mixer
Configuring the mixer
As mentioned earlier, the mixer windows can be configured in various
ways to suit your needs and to save screen space. Here follows a run
through of the various view options (the following descriptions assume
that you have an active project containing some tracks):

Normal vs. Extended channel strips


You have the option of selecting normal or extended channel strips
and whether to show the input and output settings at the top of the
channel strips. Proceed as follows:
1. Open any of the mixer windows.
The leftmost strip is called the common panel and is always shown in the mixer. This
contains various global settings and options relating to the mixer. For further info see
page 197.
In the lower left corner of the common panel you can see a graphic
representation of a row of three “channel strips”, divided into three
vertical sections. The three vertical sections indicate what channel
strip sections are currently visible in the mixer – if a section is lit, the
corresponding panel will be visible in the mixer.

Input/Output settings.

Extended channel strips.

Fader section (cannot be hidden).

Here the middle section is dark, but the lower and upper sections are lit. This
indicates that the mixer will show channel strips with the fader panel (lower section)
plus the Input/Output settings panel (top section).

2. Click on the middle section so it lights up.


Now the mixer will show the extended panel for all channel strips.

3. You can show or hide the extended and top panels of the channel
strips by clicking on the corresponding section in the figure.
The fader panel is always shown.

• You can also show or hide the extended and top panels by clicking
the + and – buttons to the left of each section in the common panel.

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The mixer 9 – 187
The fader panel shows the basic controls – faders, pan controls and
an associated vertical row of buttons. The extended panel can be set
to show EQ, effect sends, insert effects, etc. The input/output settings
panel contains input and output routing pop-up menus (where applica-
ble) along with input phase switches and input gain controls.

To the left a basic channel strip with no extended options and to the right a fully
extended channel strip with the input/output settings panel at the top.

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9 – 188 The mixer
Selecting what to display in the extended channel strips
You can select what to display in the extended channel strip either glo-
bally from the common panel, or individually from each channel strip.
The available options vary depending on the type of channel.
• See page 207 for a description of the various options for audio channels.
• See page 221 for a description of the various options for MIDI channels.

Selecting globally from the common panel


1. Open any of the mixer windows.
The leftmost strip is called the common panel and is always shown in the mixer. This
contains various global settings and options relating to the mixer. For further info see
page 197.

2. Make sure that the extended panel of the mixer is visible.


In the extended area of the common panel you can see a vertical row
of icons. These act as buttons, and determine globally what is dis-
played in the extended panel for all channel strips in the mixer.

Clear all views (blank panels)

Show all Inserts

Show all Equalizers

Show all Equalizers as dials

Show all Equalizers as curves

Show all Sends

Show Sends 1-4

Show Sends 5-8

Show Surround Panners (where applicable)

Show all Meters

Show Channel Overview

If you place the pointer on an icon a tooltip appears, describing the item.

NUENDO
The mixer 9 – 189
3. Click on the “Show all Inserts” button (second icon from the top).
Now all channel strips in the mixer will show Insert effect slots in the extended panel.

• As mentioned above, what can be set globally depends on the type of


channel.
Channel types that do not support a selected global option will be unaffected.

• If you press [Alt]/[Option] and click one of the global view buttons, in-
put and output channels will be affected as well.

Selecting for individual channels


Each channel strip in the mixer features a View options pop-up, which
is used for two things:

• To determine what is shown in the extended panel for individual chan-


nels in the mixer.

• To set the “Can Hide” status for individual channels in the mixer.
This is described on page 192.
The View options pop-up is opened by clicking the down arrow lo-
cated just above the fader panel of the channel strip.

• To select what to display in the extended panel from the View options
pop-up you must first open the extended mixer.
You can then use the pop-up to select what parameters to show in the extended panel
for each individual channel in the mixer.

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9 – 190 The mixer
Setting the width of channel strips
Each channel strip’s width can be sized to either “Wide” or “Narrow”
mode by using the Narrow/Wide button. This is the two left/right ar-
rows just above the fader strip (to the left of the View options pop-up).

The Narrow/Wide button

• Narrow channel strips contain a narrow fader, miniature buttons, plus


the View options pop-up.
If you have selected to show parameters in the extended section of a narrow strip, only
the channel overview is shown in narrow mode. (The parameters will be shown again,
if you return to wide mode.)

Wide and narrow channel strips

• When selecting wide or narrow channel strips from the common


panel View options pop-up, all channel strips are affected.

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The mixer 9 – 191
Selecting what channel types to show/hide
You can specify what channel types to show or hide in the mixer. In the
lower part of the common panel you find a vertical strip with different
indicator buttons. Each indicator represents a channel type to show or
hide in the mixer:

Input Channels

Audio Channels

Group Channels

ReWire Channels

MIDI Channels

VST Instrument Channels

Effect Return Channels

Output Channels

For hiding individual channels – see below.

• To hide or show a channel type, click the corresponding indicator.


If an indicator is dark, the corresponding channel type will be shown in the mixer. If it is
orange, the corresponding channel type will be hidden.

Selecting individual channels to show/hide


You can also show/hide individual channels of any type in the mixer.
This is done by first assigning channels a “Can Hide” status. After
having done so you can hide all channels assigned this status at any
time. Proceed as follows:
1. Pull down the View options pop-up menu for the channel you want to
hide and activate the “Can Hide” option.

NUENDO
9 – 192 The mixer
2. Repeat this for all channels you want to hide.
3. Click the bottom “hide button” in the common panel.
This hides all channels set to “Can Hide”. To show them, click the button again.

Channel view sets


Channel view sets are saved configurations of the mixer windows, al-
lowing you to quickly switch between different layouts for the mixer.
Proceed as follows:
1. Set up the mixer the way you wish to store it as a view set.
The following settings will be stored:
• Settings for individual channel strips (e.g. narrow or wide mode and whether
the channel strip is (or can be) hidden or not).
• The hide/show status for channel types.
• The mixer’s display status (fader panel, extended panel, input/output panel
• Settings for what is shown in the extended view of the mixer.
2. Click the “Store View Set” button (the plus sign) at the top of the
(non-extended) common panel.
3. A dialog appears, allowing you to type in a name for the view set.
Do so and click OK to store the current mixer view set.

• You can now return to this stored configuration at any time, by clicking
the “Select Channel View Set” button (the down arrow at the top of
the common panel) and selecting it from the pop-up menu.

• To remove a stored channel view set, select it and click the “Remove
View Set” button (the minus sign).

❐ Some remote control devices (such as Steinberg’s Houston) feature this


function, which means that you can use the remote device to switch be-
tween the channel view sets.

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The mixer 9 – 193
The audio channel strips
Opens the control panel Channel View Channel input/output
for the VST Instrument. options pop-up routing pop-ups

The speaker configu-


ration for the channel.

Input Gain control

Input Phase switch


Pan control

Level fader

Edit button
(opens the Channel
Settings window).

Level meter

Channel name field

The common panel Channel automation controls


(see page 197).
Insert/EQ/Send indicators and
Record Enable and Monitor buttons bypass buttons (see below).

The mixer in normal mode (faders and input/output settings panel visible), showing
(from left to right): the common panel, a VST Instrument channel, a stereo audio
channel, an effect return channel and a group channel strip.

All audio related channel types (audio, input/output channels, group,


effect return, VST Instrument or ReWire) basically have the same
channel strip layout, with the following differences:
• Only audio track channels have an Input Routing pop-up, a Record Enable
and Monitor button.
• Effect return channels and input/output channels do not have sends.
• VST Instrument channels have an additional button for opening the instru-
ment’s control panel.
• Input and output channels have clip indicators.

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9 – 194 The mixer
About the Insert/EQ/Send indicators and bypass buttons

The three indicator buttons in each audio channel strip have the fol-
lowing functionality:

• If an Insert or Send effect or EQ module is activated for a channel, the


corresponding button is lit.
The effect indicators will be blue, the EQ indicator will be green.

• By clicking these buttons when lit, the corresponding EQ or effects


section will be bypassed.
Bypass is indicated by yellow buttons. Clicking the button again deactivates bypass.

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The mixer 9 – 195
The MIDI channel strips
MIDI input pop-up
This opens the
control panel for MIDI output routing pop-up
a connected
VST Instrument. MIDI channel pop-up
Input Trans-
former button
Pan control
Mute and Solo
Level (velocity) meter
Channel auto-
mation controls Level fader
(MIDI volume)
Edit button

Bypass Inserts

Disable Sends

Monitor and
Record Enable
buttons

The MIDI channel strips allow you to control volume and pan in your
MIDI instrument (provided that they are set up to receive the corre-
sponding MIDI messages). The settings here are also available in the
Inspector for MIDI tracks (see page 451).

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9 – 196 The mixer
The common panel
The common panel appears to the left in the mixer windows and con-
tains settings for changing the look and behavior of the mixer, as well
as global settings for all channels.

Shows/hides the input/


output settings panel

The View options buttons determine what to


display in the extended panels of channel strips
([Alt]/[Option]-click to affect busses as well).
Only visible in extended mixer mode.

Shows/hides the
extended panel.

Toggles “All Wide” (left arrows) or “All Narrow”


channel strips in the mixer.

Store/Remove View set buttons (+/-) and


Global Solo/Mute Off,
Select View set pop-up, see page 193.
see page 203.
Global automation Read/Write buttons,
Opens the VST Connections see the “Automation” chapter.
window – see page 17.

These 9 indicator buttons select what channel


Resets the settings to default types are shown/hidden in the mixer.
(for all or selected channels).

Channel select pop-up


Show/hide buttons for the
extended and input/output
settings panels.
Channel settings copy/paste, see page 216.

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The mixer 9 – 197
The input & output channels
The busses you have set up in the VST Connections window are rep-
resented by input and output channels in the mixer. These are shown
in separate “panes” (to the left and right of the regular channel strips,
respectively), with their own dividers and horizontal scrollbars. The i/o
channel strips are very similar to other audio channels and are identi-
cal for input and output channels (except that input channels don’t
have Solo buttons).

The Speaker configuration


for the bus.
Input Phase switch
Input gain

Pan control (no Panner


used for surround busses)

Mute and Solo


buttons Bus volume fader

Bus level meter


Read/Write
Automation
Edit button
Inserts indicator and
Bypass button
EQ indicator and
Bypass button
Clip indicator

• How to set up input and output busses is described in the chapter


“VST Connections: Setting up input and output busses”.

• How to route audio channels to busses is described on page 220.

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9 – 198 The mixer
Basic mixing procedures
Setting volume in the mixer
In the mixer, each channel strip has a fader for volume control.

• For audio channels, the faders control the volume of the channels be-
fore they are routed directly or via a group channel to an output bus.
Each channel can in turn handle up to 12 speaker channels – see page 276.

• An output channel fader determines the master output level of all au-
dio channels routed to that output bus.

• MIDI channels handle fader volume changes in the mixer by sending


out MIDI volume messages to the connected instrument(s).
Connected instruments must be set to respond to MIDI messages (such as MIDI vol-
ume in this case) for this to function properly.

• The fader settings are displayed numerically below the faders, in dB


for audio channels and in the MIDI volume 0 to 127 value range for
MIDI channels.
You can click in the fader value fields and enter a volume setting by typing.

• To make fine volume adjustments, hold down [Shift] when you move
the faders.

• If you hold down [Ctrl]/[Command] and click on a fader, it will auto-


matically be set to position 0.0 dB for audio channels, or MIDI volume
100 for MIDI channels.
Most mixer parameters can be reset to default values by [Ctrl]/[Command]-clicking
this way.
You can use the faders to set up a volume balance between the audio
and MIDI channels and perform a manual mix, by moving the faders
and other controls while playing back. By using the Write function (see
page 303), you can automate the levels and most mixer actions.

❐ It is also possible to adjust the volume of a selected audio event in the


Project window or Audio Part Editor, by making volume settings on the
info line, or by using the volume handle (see page 163).

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The mixer 9 – 199
About the level meters for audio channels
When playing back audio in Nuendo, the level meters in the mixer
show the level of each audio channel.

• Directly below the level meter is a small level readout – this shows the
highest registered peak level in the signal.
Click this to reset the peak levels.

• Peak levels can also be shown as static horizontal lines in the meter
(there are options for how this is displayed – see page 218).
If the peak level of the audio goes above 0dB, the numerical level indi-
cator will show a positive value (i.e. a value above 0dB).
Nuendo uses 32 bit floating point processing internally, so there is vir-
tually limitless headroom – signals can go way beyond 0dB without
clipping. Therefore:

• Having higher levels than 0 dB for individual audio channels is not a


problem in itself. The audio quality will not be degraded by this.
However, when many high level signals are mixed in an output bus this may require that
you lower the output channel level a lot (see below). Therefore it’s good practice to
keep the max levels for individual audio channels roughly around 0 dB.

About the level meters for input and output channels


For the input and output channels things are different. I/O channels
have clip indicators.

• When you are recording, clipping can occur either before the input
bus (in the audio hardware itself) or in the signal being recorded to
disk (when 16 or 24 bit record format is used).
Read more about checking and setting input levels on page 47.

• In the output busses, the floating point audio is converted to the reso-
lution of the audio hardware. In the integer audio domain, the maxi-
mum level is 0dB – higher levels will cause the clip indicator for each
bus to light up.
If the clip indicators light up for a bus, this indicates actual clipping – digital distortion
which should always be avoided.

❐ If the clip indicator lights up for an output channel, reset the clip indicator
by clicking on it, and lower the level until the indicator doesn’t light up.

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9 – 200 The mixer
Adjusting Input Gain

Each audio channel and input/output channel features an Input Gain


control. This controls the gain for the incoming signal, before EQ and
effects.
The Input Gain is not meant to be used as a volume control in the
mixer. It can, however, be used to cut or boost the gain in various cir-
cumstances:

• To change the level of a signal before the effects section.


The level going into certain effects can change the way the signal is affected. A com-
pressor, for example, can be “driven” harder by raising the Input Gain.

• To boost the level of poorly recorded signals.


To change the Input Gain, you need to press [Shift] and adjust the
control (to avoid accidental gain changes). You can also press [Alt]/
[Option] – this lets you adjust the Input Gain with a fader.

• You should set the Input Gain once and for all for a channel – it is not
suited for continuous level adjustments during playback.

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The mixer 9 – 201
Input Phase switch

Each audio channel and input/output channel has an Input Phase


switch, to the left of the Input Gain control dial. When activated, the
phase polarity is inverted for the signal. Use this to correct for bal-
anced lines and mics that are wired backwards, or mics that are “out
of phase” due to their positioning.

• Phase polarity is important when mixing together two similar signals.


If the signals are “out of phase” with respect to one another, there will be some cancel-
lation in the resulting audio, producing a hollow sound with less low frequency content.

About level meters for MIDI channels


The level meters for MIDI channels do not show actual volume levels.
Instead, they indicate the velocity values of the notes played back on
MIDI tracks.

About MIDI tracks set to the same MIDI channel and output
If you have several MIDI tracks set to the same MIDI channel (and
routed to the same MIDI output), making volume settings for one of
these MIDI tracks/mixer channels will also affect all other mixer chan-
nels set to the same MIDI channel/output combination.
This also applies to pan settings.

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9 – 202 The mixer
Using Solo and Mute

The Mute (top) and Solo buttons.


You can use the Mute and Solo buttons to silence one or several
channels. The following applies:
• The Mute button silences the selected channel.
Clicking the Mute button again un-mutes the channel. Several channels can be muted
simultaneously. A muted channel is indicated by a lit Mute button, and also by the lit
Global Mute indicator on the common panel.
A muted channel in A lit Global Mute indicator on the
the mixer. common panel shows that one or
more channels are muted.

• Clicking the Solo button for a channel mutes all other channels.
A soloed channel is indicated by a lit Solo button, and also by the lit Global Solo indi-
cator on the common panel. Click the Solo button again to turn off Solo.
• Several channels can be soloed at the same time.
However, if you press [Ctrl]/[Command] and click the Solo button for a channel, any
other soloed channels will automatically be un-soloed (i.e. this Solo mode is exclusive).
• [Alt]/[Option]-clicking a Solo button activates “Solo Defeat” for that channel.
In this mode (indicated by a red solo button without any other channels being muted)
the channel will not be muted if you solo another channel (see page 252 for a practical
use of this). To turn off Solo Defeat, [Alt]/[Option]-click the Solo button again.
• You can un-mute or un-solo all channels by clicking the Mute or Solo indicator
on the common panel.

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The mixer 9 – 203
Setting pan in the mixer

The pan control.

The pan controls in the mixer are used to position a channel between
the left and right side of the stereo spectrum. For stereo audio chan-
nels, pan (by default) controls the balance between the left and right
channels. By selecting one of the other pan modes (see below) you
can set pan independently for the left and right channel.

• To make fine pan adjustments, hold down [Shift] when you move the
pan control.

• To select center pan position, hold down [Ctrl]/[Command] and click


on the pan control.

• For MIDI channels, the pan control sends out MIDI pan messages.
The result depends on how your MIDI instrument is set to respond to pan – check your
documentation for details.

• The Surround Panner is described on page 285.

About the three pan modes (stereo audio channels only)


If you right-click (Win) or [Ctrl]-click (Mac) in the pan control field for a
stereo audio channel you can select one of three pan modes:

• Stereo Balance Panner controls the balance between the left and
right channels.
This is the default mode.

NUENDO
9 – 204 The mixer
• If Stereo Dual Panner is selected, there will be two pan controls with
the upper controlling pan for the left channel, and the lower controlling
pan for the right channel.
This allows you set pan independently for the left and right channels. Note that it is
possible to reverse the left and right channels, i.e. the left channel can be panned to
the right and vice versa. You can also “sum” two channels by setting them to the same
pan position (i.e. mono) – note that this will increase the volume of the signal.

• If Stereo Combined Panner is selected, the left and right pan posi-
tions are shown as two lines with a blue/gray area between them.
If you reverse the left and right channels, the area between the pan controls will be red
instead of blue/gray.

Stereo Combined mode also allows you set pan independently for the
left and right channels. This is done by holding down [Alt]/[Option]
and dragging the corresponding pan control. When you release the
[Alt]/[Option] key, the left and right pan controls are linked, and can
be moved left and right like a single pan control (with their relative po-
sitions intact).
When moving combined pan controls so that the left or right pan con-
trol reaches its maximum pan value, it naturally cannot go any further.
If you do continue to move further in the same direction, only the other
pan control will move, thus altering the set relative pan range until
both channels are panned fully to one side. If you move the pan con-
trols in the opposite direction without releasing the mouse, the previ-
ously set pan range will be restored.
• The pan settings made with the Dual Panner are reflected in the Com-
bined Panner and vice versa.

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The mixer 9 – 205
About the “Stereo Pan Law” Preference (audio channels only)
In the Project Setup dialog there is a pop-up menu named “Stereo Pan
Law”, on which you can select one of three pan modes. This is all re-
lated to the fact that without power compensation, the power of the
sum of the left and right side will be higher (louder) if a channel is
panned center than if it’s panned left or right.
To remedy this, the Stereo Pan Law setting allows you to attenuate sig-
nals panned center, by -6, -4.5 or -3dB (default). Selecting the 0dB op-
tion effectively turns off “constant-power panning”. Experiment with the
modes to see which fits best in a given situation.

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9 – 206 The mixer
Audio specific procedures
This section describes the options and basic procedures regarding
audio channels in the mixer.

Options for the extended audio channel strip


When using the extended channel strip view options, the upper panel
can be set to show different views for each audio channel strip. You
can select what to display in the extended panel individually for each
channel or globally for all channels (see page 189).
The following views are possible:
• The 8 insert effect slots.
The inserts can also be found in the Inspector and the Channel Settings window, see
page 209.
• The 8 effect sends, with pop-ups and send level value sliders.
The sends can also be found in the Inspector and the Channel Settings window, see
page 209.
• You also have the option of displaying four sends at a time (the Sends 1-4 and
5-8 menu items).
These modes offer the additional benefit of displaying send levels as dB values.

• There are no sends for Effect Return channels and Input/Output channels.

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The mixer 9 – 207
• The EQ section, either with parameter dials (“EQ +” menu item), value sliders
(“EQs” item) or as numerical settings with a curve display (“EQs curve” item).
These three views have exactly the same controls but different graphic layouts. The EQ
section is also available in the Channel Settings window. For EQ parameter descrip-
tions, see page 211.
• The Surround Panner section (where applicable).
If the channel is routed to a surround bus you can view a compact version of the Sur-
round Panner in the extended panel – double click to open the full Surround Panner
panel.
• The “VU Meter” option shows large level meters in the extended panel.
These operate exactly like the regular meters.
• Selecting the “Empty” option will display a blank panel in the extended strip.
• You can also select the “Overview” option – this shows a graphic overview of
which insert effect slots, EQ modules and effects sends are activated for the
channel.
You can click the indicators to turn the corresponding slot/EQ module/send on or off.

• If you have selected a parameter for the extended channel strip and then
switch to “narrow” mode, only the channel overview is shown in the ex-
tended channel strip. When you switch back to “Wide” mode, the param-
eter settings are displayed again.

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Using Channel Settings
For each audio channel strip in the mixer (and in the Inspector and
Track list for each audio track) there is an Edit button (“e”).
Clicking this opens the VST Audio Channel Settings window. This
window contains a simplified common panel, a duplicate of the mixer
channel strip (without the extended panel but with the input and output
settings panel), a section with eight insert effect slots (see page 232),
four EQ modules and an associated EQ curve display (see page 211)
and a section with eight effect sends (see page 246). Every channel
has its own channel settings (although you can view each in the same
window if you like – see below).

Click the Edit button to open


the Channel Settings window:

The Channel Settings window is used for the following operations:


• Apply equalization, see page 211.
• Apply send effects, see page 242.
• Apply insert effects, see page 232.
• Copy channel settings and apply them to another channel, see page 216.

❐ All channel settings are applied to both sides of a stereo channel.

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Changing channels in the Channel Settings window
You can view any channel’s settings from a single window.
If the option “Mixer Selection Follows Project” is activated in the Pref-
erences (Editing page), this can be done “automatically”:

• Open the Channel Settings window for a track and position it so that
you can see both the Project window and the Channel Settings window.
Selecting a track in the Project window automatically selects the corre-
sponding channel in the mixer (and vice versa). If a Channel Settings
window is open, this will immediately switch to show the settings for
the selected channel. This allows you to have a single Channel Settings
window open in a convenient position on the screen, and use this for all
your EQ and channel effect settings.
You can also select a channel manually (thereby changing what is
shown in the open Channel Settings window). Proceed as follows:
1. Open the Channel Settings window for any channel.
2. Open the Channel Select pop-up on the common panel.

3. Select a channel from the pop-up to show the settings for that chan-
nel in the open Channel Settings window.

• Alternatively, you can select a channel in the mixer by clicking the strip
at the bottom of the channel strip (above the channel name).
This selects the channel, and the Channel Settings window will be updated.

• To open several Channel Settings windows at the same time, press


[Alt]/[Option] and click the Edit buttons for the respective channels.

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Making EQ settings
Each audio channel in Nuendo has a built-in parametric equalizer with
up to four bands. There are several ways to view and adjust the EQs:
• By selecting one of the three EQ display modes (“EQs”, “EQs +” or “EQs
Curve”) for the extended channel strip in the mixer.
These three modes contain the same settings but present them in different ways:

The top value slider The outer ring of the In this mode, EQ
controls the gain, the dial controls the fre- settings are shown
middle controls fre- quency, while the in- as a curve. Param-
quency and the lower ner controls gain. eters are set by
sets the Q parameter The small dial sets clicking on the
for each EQ band. the Q parameter. value and adjust-
ing with the fader
that appears.

From left to right, “EQs” mode (sliders), “EQs +” mode (dials) and “EQs Curve”
mode (numeric values with a curve display).
• By selecting the “Equalizers” or “Equalizer Curve” tab in the Inspector.
The “Equalizers” section is similar to the “EQs” mode in the extended mixer, while the
“Equalizer Curve” section shows a display in which you can “draw” an EQ curve. Set-
ting EQ in the Inspector is only possible for track-based audio channels (not for VST
Instrument channels or ReWire channels).
• By using the Channel Settings window.
This offers both parameter dials and a clickable curve display and also lets you store
and recall EQ presets.

❐ Below we describe how to set up EQ in the Channel Settings window,


but the parameters are the same in the mixer and Inspector (apart from
the presets and reset function).

In the Channel Settings window you find the EQ section in the middle
(or to the right, if you are making settings for an FX channel track). The
section consists of four EQ modules with parameter dials, an EQ curve
display and some additional functions at the top.

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Using the parameter dials
1. Activate an EQ module by clicking its power button.
Although the modules are labeled “lo”, “lo mid” and so on, they all have the same fre-
quency range (20Hz to 20kHz). The only difference between the modules is that the
“lo” and “hi” bands can act as shelving or high/low-pass filters (described below).

2. Set the desired frequency with the outer ring of the parameter dial.
This is the center frequency of the frequency range to be cut or boosted.

3. Set the amount of cut or boost with the gain control – the inner pa-
rameter dial.
The range is ± 24 dB.

4. Set the Q value with the lower dial.


This determines the width of the affected frequency range. Higher values give nar-
rower frequency ranges.

• If you set the Q value for the “lo” EQ module to minimum, it will act as
a low shelving filter.
If you set it to its maximum value, it will act as a high-pass filter.

• If you set the Q value for the “hi” EQ module to minimum, it will act as
a high shelving filter.
If you set it to its maximum value, it will act as a low-pass filter.

5. If needed, you can activate and make settings for up to four modules.
Note that you can edit the values numerically as well, by clicking in a value field and en-
tering the desired gain, frequency or Q value.

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Using the curve display
When you activate EQ modules and make settings with the parameter
dials you will see that your settings are automatically reflected in the
curve display above. You can also make settings directly in the curve
(or combine the two methods any way you like):
1. To activate an EQ module, click in the curve display.
This adds a curve point and one of the modules below are activated.

2. Make EQ settings by dragging the curve point in the display.


This allows you to adjust gain (drag up or down) and frequency (drag left or right).

3. To set the Q parameter, press [Shift] and drag the curve point up or
down.
You will see the EQ curve become wider or narrower as you drag.

• You can also restrict the editing by pressing [Ctrl]/[Command] (sets


gain only) or [Alt]/[Option] (sets frequency only) while you drag the
curve point.
4. To activate another EQ module, click somewhere else in the display
and proceed as above.
5. To turn off an EQ module, double click its curve point or drag it out-
side the display.

EQ reset (Channel Settings window)


To the right above the EQ curve display in the Channel Settings win-
dow you will find a reset button. Clicking this will turn off all EQ mod-
ules and reset all EQ parameters to their default values.

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EQ bypass
Whenever one or several EQ modules are activated for a channel, the
EQ button will light up in green in the mixer channel strip, Inspector
(Equalizer and Channel sections), Track list and Channel Settings
window (top right corner of the EQ section).
Clicking the EQ button will bypass all EQ modules for the channel, al-
lowing you to compare the sound with and without EQ. When the EQ
is in Bypass mode, the EQ button is yellow.

Using EQ presets (in the Channel Settings window only)


Some useful basic presets are included with the program. You can use
them as they are, or as a starting point for further “tweaking”.

• To call up a preset, pull down the presets pop-up menu above the EQ
curve display and select one of the available presets.

• To store the current EQ settings as a preset, click the store button


(plus sign) to the left of the presets field.
The settings are stored with the default name “Preset” and a number. To rename a pre-
set, double click in the preset pop-up field and enter a new name.

• To remove a preset, select it and click the remove (minus sign) button.

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EQ in the channel overview
If the “Channel” section is selected in the Inspector or the “Channel
Overview” view mode is selected in the extended mixer, you will get
an overview of which EQ modules, insert effects and effect sends are
activated for the channel.
By clicking the “hi”, “hi mid”, “lo mid” or “lo” indicator, you can turn the
corresponding EQ module on or off.

The channel overview in the Inspector.

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Copying settings between audio channels
It is possible to copy all channel settings for an audio channel and
paste them onto another channel. This applies to all audio channel
types. For example, you can copy EQ settings from an audio track and
apply these to a group or VST Instrument channel, if you want them to
have the same sound. Proceed as follows:
1. Select the channel you want to copy settings from by clicking the nar-
row horizontal strip just above the channel name field (or just above
the pan control). A selected channel is indicated by these two fields
being highlighted.
You can also select channels with the Channel Select pop-up menu – see page 210.

Selecting a channel in the channel strip (left), and in the common panel (right).

2. Click the “Copy” button in the common panel.

3. Select the channel you want to copy the settings to and click the
Paste button.
The settings are applied to the selected channel.

4. To copy the same settings to several channels, repeat step 3.


The copied settings are retained in memory until you copy new channel settings, or
close the project.

❐ Channel settings can be copied from stereo channels and pasted to


mono channels and vice versa.

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❐ Copying channel settings from a channel using a surround format to a
mono or stereo channel can lead to conflicts. For example, any Insert ef-
fects routed to surround speaker channels will be muted. Or, in other
words: you can copy channel settings to any type of channel, but of
course only those settings are used for which corresponding speakers
are available in the target channel.

❐ Input/output channels and effect return channels do not have sends, but
channel settings can still be copied to/from other audio channel types.
When copying from a i/o or effect channel, any send settings in the chan-
nel you paste into are unaffected.

Initialize Channel and Reset Mixer


The Initialize Channel button can be found at the bottom of the Chan-
nel Settings common panel. It resets the selected channel to the de-
fault settings. Similarly, the mixer common panel holds a Reset Mixer
button – when you click this you will be asked whether to reset all
channels or just the selected channel.
Default settings are:
• All EQ, Insert and Send effect settings are deactivated and reset.
• Solo/Mute is deactivated.
• The fader is set to 0dB.
• Pan is set to center position.

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Changing the meter characteristics
On the Mixer context menu, opened by right-clicking (Win) or [Ctrl]-
clicking (Mac) anywhere on the mixer panel, there is a submenu named
“VU-Meter Settings”. Here you can make settings for the preferred
meter characteristics, with the following options:

• If “Hold Peaks” is activated, the highest registered peak levels are


“held” and are shown as static horizontal lines in the meter.
Note that you can turn this on or off by clicking in any audio level meter in the mixer.

Hold activated

• If “Hold Forever” is activated, the peak levels will remain until meters
are reset (by clicking the numerical peak display below the meter).
If “Hold Forever” is off, you can specify for how long the peak levels will be held with
the parameter “VU-Meter Peak’s Hold Time” in the Preferences dialog (VST page). The
peak hold time can be between 500 and 30000ms.

• If “Input VU” is activated, meters will show input levels for all audio
channels and input/output channels.
Note that the input VU meters are post input gain.

• If “Post-Fader VU” is activated, meters will show post-fader levels.


This is the default setting for channels in the mixer.

• If “Fast Release” is activated, the meters respond very quickly to level


peaks.
If “Fast Release” is deactivated, the meters respond more like standard VU meters.

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Using group channels
You can route the outputs from multiple audio channels to a group.
This enables you to control the channel levels using one fader, apply
the same effects and equalization to all of them etc. To create a group
channel, proceed as follows:
1. Select Add Track from the Project menu and select “Group Channel”
from the submenu that appears.
2. Select the desired channel configuration and click OK.
A group channel track is added to the Track list and a corresponding group channel
strip is added to the mixer. By default the first group channel strip is labeled “Group 1”,
but you can rename it just like any channel in the mixer.

3. Pull down the Output routing pop-up for a channel you want to route
to the group channel, and select the group channel.
The output of the audio channel is now redirected to the selected group.

4. Do the same for the other channels you wish to route to the group.

Settings for group channels


The group channel strips are (almost) identical to audio channel strips
in the mixer. The descriptions of the mixer features earlier in this chap-
ter apply to group channels as well. Some things to note:

• You can route the output of a group to an output bus or to another


group with a higher number.
You cannot route a group to itself. Routing is done with the Output Routing pop-up
menu at the top of each channel strip.

• There are no input routing pop-ups, monitor buttons or record enable


buttons for group channels.
This is because inputs are never connected directly to a group.

• Solo functionality is automatically linked for a channel routed to a


group and the group channel itself.
This means that if you solo a group channel, all channels routed to the group are auto-
matically soloed as well. Similarly, soloing a channel routed to a group will automati-
cally solo the group channel.
One application of group channels is to use them as “effect racks” –
see page 241.

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About output busses
As described in the Getting Started book Nuendo uses a system of
input and output busses which are set up using the VST Connections
dialog. This is described in the chapter “VST Connections: Setting up
input and output busses”.
Output busses let you route audio from the program to the outputs on
your audio hardware.

Routing audio channels to busses


To route the output of an audio channel to one of the active busses,
proceed as follows:
1. Open the Mixer.
2. Make sure the input/output settings panel is visible – see page 187.
3. Pull down the output routing pop-up menu at the top of the channel
strip and select one of the busses.
This pop-up menu contains the output busses configured in the VST Connections win-
dow, as well as available group channels (provided that the busses and groups are
compatible with the speaker configuration for the channel – see page 20).
For details on routing surround channels, see page 280.

Viewing the output busses in the mixer


Output busses are shown as output channels in a separate pane to
the right in the mixer. You show or hide this pane by clicking the Hide
Output Channels button in the mixer’s common panel to the left:

Each output channel resembles a regular audio channel strip. Here


you can do the following:
• Adjust master levels for all configured output busses using the level faders.
• Change the input gain and the input phase of the output busses.
• Add effects or EQ to the output channels (see page 239).

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MIDI specific procedures
This section describes basic procedures for MIDI channels in the mixer.

Selecting what to show in the extended MIDI channel strip


When using the extended channel strip view options (see page 187),
the upper panel can be set to show different views for each MIDI
channel strip. You select what to display for each channel by using
the View options pop-up menu at the top of each channel strip. The
following views are possible:

• The MIDI insert effects.


The MIDI inserts can also be found in the Inspector and the Channel Settings window
for MIDI channels. How to use MIDI insert effects is described in the chapter “MIDI
realtime parameters and effects” – see page 459.

• The MIDI send effects.


The sends can also be found in the Inspector and the Channel Settings window for
MIDI channels. How to use MIDI send effects is described in the chapter “MIDI real-
time parameters and effects” – see page 459.

• The “VU Meter” option shows large level (velocity) meters in the ex-
tended panel.

• Selecting “Empty” will display a blank panel in the extended strip.

• You can also select the “Overview” option – this shows a graphic
overview of which insert effect slots and effect sends are activated for
the channel.
You can click the indicators to turn the corresponding slot/send on or off.

• By selecting from the View options pop-up in the common panel, you
can set the view for all channels in the mixer.
Selecting EQ or Surround Panners (which apply to audio channels only) will not change
the view for MIDI channels. Selecting inserts or send effects from the common panel
will change the view for all channel types.

• If you have selected a parameter for the extended channel strip and then
switch to “narrow” mode, only the channel overview is shown in the ex-
tended channel strip. When you switch back to “wide” mode, the para-
meter settings are displayed again.

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The mixer 9 – 221
Using Channel Settings
For each MIDI channel strip in the mixer (and MIDI track in the Track
list or the Inspector) there is an Edit (“E”) button.
Clicking this opens the MIDI Channel Settings window. This window
contains a duplicate of the mixer channel strip, a section with four
MIDI inserts and a section with four MIDI send effects. Every MIDI
channel has its own channel settings.

The MIDI Channel Settings window.

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9 – 222 The mixer
Utilities
Link/Unlink channels
This function is used to “link” selected channels in the mixer so that
any change applied to one channel will be mirrored by all channels in
that group. You can link as many channels as you like, and you can
also create as many groups of linked channels as you like. To link
channels in the mixer, proceed as follows:
1. Press [Ctrl]/[Command] and click on the strip just above the name
field for all the channels that you want to link.
There is an identical select channel field just above the pan control. Selected channels
are indicated by highlighted select fields. [Shift]-clicking allows you to select a contin-
uous range of channels.

2. Right-click (Win) or [Ctrl]-click (Mac) somewhere on the grey mixer


panel.
The Mixer context menu appears.

3. Select “Link Channels” from the context menu.

• To unlink channels, select one of the linked channels and select “Un-
link Channels” from the Mixer context menu.
The channels are unlinked. Note that you do not need to select all the channels that are
linked, only one of them.

• It is not possible to remove individual channels from Link status.


To make individual settings to a linked channel, press [Alt]/[Option] when changing
the setting.

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The mixer 9 – 223
What will be linked?
The following rules apply for linked channels:
• Fader levels will be “ganged”.
The relative level offset between channels will be kept if you move a linked channel fader.

The three channels shown are linked. Pulling down one fader changes the levels for
all three channels, but keeps the relative level mix.

• Any individual channel settings you have made before linking will re-
main until you alter the same setting for any of the linked channels.
For example, if you link three channels, and one of them was muted at the time you ap-
plied the Link Channel function, this channel will remain muted after linking. However,
if you mute another channel then all linked channels will be muted. Thus, the individual
setting for one channel is lost as soon as you change the same parameter setting for
any of the linked channels.

• Only level, mute, solo, select, monitor and record enable will be linked
between channels.
Effect/EQ/pan/input and output routing settings are not linked.
• By pressing [Alt]/[Option], you can make individual settings and
changes for channels that are linked.

❐ Linked channels can also have individual automation subtracks. These


are completely independent, and are not affected by the Link function.

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Saving mixer settings

❐ Saving/Loading mixer settings does not apply to MIDI channels in the


mixer – only audio related channels (group, audio, effect return, VSTi and
ReWire) are saved with this function!

It is possible to save complete mixer settings for selected or all audio


channels in the mixer. These can later be loaded into any project. Chan-
nel settings are saved as mixer settings files. These have the Windows
file extension “.vmx”.
Right-clicking (Win) or [Ctrl]-clicking (Mac) somewhere on the mixer
panel or in the Channel Settings window brings up the Mixer context
menu where four Save/Load items can be found. The following op-
tions are available:
• “Save Selected Channels” will save all channel settings for the se-
lected channels.
Input/output routings are not saved.

• “Save All Mixer Settings” saves all channel settings for all channels.
When you select any of the above options, a standard file dialog
opens where you can select a name and storage location on your disk
for the file.

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The mixer 9 – 225
Loading mixer settings
Load Selected Channels
To load mixer settings saved for selected channels, proceed as follows:
1. Select the same number of channels in the new project to match the
number of channels you saved settings for in the previous project.
For example, if you saved settings for six channels, then select six channels in the mixer.

• Mixer settings will be applied in the same order as they appear in the
mixer, when saved.
Thus, if you save settings from channels 4, 6 and 8 and apply these settings to chan-
nels 1, 2 and 3, the settings saved for channel 4 would be applied to channel 1, the
settings saved for channel 6 to channel 2 and so on.

2. Right-click (Win) or [Ctrl]-click (Mac) the mixer panel to open the con-
text menu, and select “Load Selected Channels”.
A standard file dialog appears, where you can locate the saved file.

3. Select the file and click “Open”.


The channel settings and their corresponding bus routing is applied to the selected
channels.

❐ If you choose to apply mixer settings to fewer channels than you saved,
the order of the saved channels in the mixer applies – i.e. the saved
channels that are “left over” and not applied will be the channels with the
highest channel numbers (or furthest to the right in the mixer).

Load All Mixer Settings


Selecting “Load All Mixer Settings” from the context menu allows you
to open a saved mixer settings file, and have the stored settings ap-
plied to all channels for which there is information included in the file.
All channels, master settings, VST Instruments, sends and master ef-
fects will be affected.

• Please note that if the saved mixer settings were 24 channels, and the
mixer you apply it to currently contains 16 channels, only the settings for
channels 1 to 16 will be applied – this function will not automatically add
channels.

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9 – 226 The mixer
About the VST Performance window

The VST Performance window is opened by selecting it from the De-


vices menu. It indicates the current load on the CPU and the hard disk
transfer rate. It is recommended that you check this from time to time,
or keep it open always. Even though you have been able to activate a
number of audio channels in the project without getting any warning,
you may possibly run into performance problems when adding EQ or
effects.
• The upper bar graph shows the CPU (processor) load.
If the red Overload indicator lights up, you need to decrease the number of EQ mod-
ules, active effects and/or audio channels playing back simultaneously.
• The lower bar graph shows the hard disk transfer load.
If the red overload indicator lights up, the hard disk is not supplying data fast enough to
the computer. You may need to reduce the number of tracks playing back by using the
Disable Track function (see page 34). If this doesn’t help, you need a faster hard disk.
Note that the overload indicator may occasionally blink, typically when you locate dur-
ing playback. This does not indicate a problem, but happens because the program
need an instant for all channels to load data for the new playback position.

• The CPU and Disk load meters can also be shown on the Transport
panel and on the Project window toolbar.
There they are shown as two miniature vertical meters (by default at the left side of the
panel/toolbar).

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10
Audio effects
About this chapter
Nuendo comes with a number of effect plug-ins included. This chapter
contains general details about how to assign, use and organize effect
plug-ins. The effects and their parameters are described in the separate
pdf document “Audio Effects and VST Instruments”.

❐ This chapter describes audio effects, i.e. effects that are used to process
audio, group, VST Instrument and ReWire channels. For info on how to
use MIDI effects, see the chapter “MIDI realtime parameters and effects”.

Overview
There are three ways to use audio effects in Nuendo:

• As insert effects.
An insert effect is inserted into the signal chain of an audio channel, which means that
the whole channel signal passes through the effect. This makes inserts suitable for ef-
fects for which you don’t need to mix dry and wet sound, e.g. distortion, filters or other
effects that change the tonal or dynamic characteristics of the sound. You can have up
to eight different insert effects per channel (and the same is true for input and output
busses – for recording with effects and “master effects”, respectively).

• As send effects.
Each audio channel has eight effect sends, each of which can be freely routed to an ef-
fect (or to a chain of effects). Send effects are practical for two reasons: you can con-
trol the balance between the dry (direct) and wet (processed) sound individually for
each channel using the sends, and several different audio channels can use the same
send effect. In Nuendo, send effects are handled by means of FX channel tracks.

• By using offline processing.


You can apply effects directly to individual audio events – this is described on page 351.

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10 – 230 Audio effects
About VST plug-ins and tempo sync
Version 2.0 of the VST plug-in standard (and later) allows plug-ins to re-
ceive MIDI from the host application (in this case, Nuendo). A typical
use for this feature is tempo-based effects (such as delays, auto-pan-
ning, etc.), but it is also used in other ways for certain plug-ins.

• MIDI timing information is automatically provided to any VST 2.0 plug-in


that “requests it”.
You don’t need to make any special settings for this.

• In many cases you set up tempo sync by specifying a base note value
and a multiplier. The resulting timing interval is the base note value
multiplied with the multiplier value.
For example, if you set the base note value to 1/16 (a sixteenth note) and the multiplier
to 3, the resulting timing is 3/16. In the case of a delay effect, this means the interval
between each delay repeat will be three sixteenth notes.

• When MIDI receive is available (or necessary) for other purposes than
timing, the setting up and operation is described in the documentation
for the corresponding effect.
Please refer to the pdf document “Audio Effects and VST Instruments” for details
about the included effects.

About plug-in delay compensation


A plug-in effect may have some inherent delay or latency. This means
that it takes a brief time for the plug-in to process the audio fed into
it – as a result, the output audio will be slightly delayed. This may hap-
pen with dynamics processors featuring “look-ahead” functions, etc.
However, Nuendo provides full plug-in delay compensation through-
out the entire audio path. This means that all plug-in delays are com-
pensated for, maintaining the sync and timing of all audio channels.
Normally, you don’t have to make any settings for this. However, in the
“Plug-In Information” dialog, you can switch off plug-in delay compen-
sation for individual plug-ins by unchecking the corresponding option
in the “Use Delay Compensation” column (see page 258). Note that
you have to re-load the plug-in for the change to take effect.
You can also constrain the delay compensation, which is useful to
avoid latency when recording audio or playing a VST Instrument in
real time. See page 268.

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Audio effects 10 – 231
Insert effects
Background
As the name implies, insert effects are inserted into the audio signal
path – this means that the audio will be routed through the effect. You
can add up to eight different insert effects independent for each audio
channel (audio track, group channel track, FX channel track, VST Instru-
ment channel or ReWire channel) or bus. The signal passes through the
effects in series from the top downwards, with the following signal path:

Input gain

Insert effect 1
Insert effect 2
Insert effect 3
Insert effect 4
Insert effect 5
Insert effect 6

EQ

Volume (fader)

Insert effect 7
Insert effect 8

As you can see, the last two insert slots are post-EQ and post-fader.
These are best suited for insert effects where you don’t want the level
to be changed after the effect, such as dithering (see page 239) and
maximizers – both typically used as insert effects for output busses.

• Applying insert effects on many channels uses up a lot of processing


power!
It might often be more efficient to use send effects, especially if you want to use the
same type of effect on several channels. Remember that you can use the VST Perfor-
mance window to keep an eye on the CPU load.

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10 – 232 Audio effects
Which effect plug-ins can I use as insert effects?
Most effect plug-ins will work fine as insert effects. In general, the only
restrictions are with the number of inputs and outputs in the effects:

• For a plug-in to be usable as an insert effect, it has to have at least 1


or 2 inputs and 1 or 2 outputs.
Different effects feature different amounts of inputs and outputs, but the number of in-
puts and outputs actually used is determined by whether you use the insert effects on
a single (mono) audio channel, a stereo channel pair or a surround audio channel (mul-
tiple channels).

• For stereo audio channels, you need to use an effect with at least two
inputs (stereo).
It is possible to use a mono-input effect with a stereo channel pair, but then only the
one channel in the pair will be processed, which is probably not what you want. It is
also possible to use an effect with more than two inputs of course, since both chan-
nels in the stereo pair will be processed even though the effect actually accommo-
dates more.

• For mono audio channels, you can use mono- or stereo-input effects.
However, since the audio channel is in mono, the output of the effect will also be in
mono. For stereo output effects, the left channel will then be used.

• For multi-channel audio tracks, you can use effects with any number of
inputs.
If you use an effect with only one or two inputs however, this will have the effect that
only one or two channels (most often L and/or R) in a surround configuration will be af-
fected, leaving the other channels unprocessed by the effect. See page 236.

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Routing an audio channel or bus through insert effects
Insert effect settings are available in the mixer (in extended mode), the
Channel Settings window and the Inspector (audio tracks, group tracks
and FX tracks only). The examples below show the Channel Settings
window, but the procedures are similar for all three send sections:
1. Bring up the Channel Settings window, the Inserts pane in the ex-
tended mixer or the Inserts section in the Inspector.
In the Channel Settings window, the inserts are located immediately to the right of the
channel strip.

2. Pull down the effect type pop-up for one of the insert slots, and select
an effect.

The effect is loaded and automatically activated and its control panel
appears. You can hide or show the control panel for the effect by
clicking the “e” button for the insert slot.

• If the effect has a Dry/Wet Mix parameter you can use this to adjust
the balance between the dry signal and the effect signal.
See page 253 for details about editing effects.

• When one or several insert effects are activated for a channel, the in-
sert effects buttons light up in blue in the mixer and Track list. Click
the button for a channel to bypass (disable) all its inserts.
When the inserts are bypassed, the buttons are yellow. Click the button again to en-
able the inserts. Note that the bypass button is also available in the Inspector and the
Channel settings window for the audio track.

• To remove an effect, pull down the effect type pop-up menu and se-
lect “No Effect”.
You should do this for all effects that you don’t intend to use, to minimize unnecessary
CPU load.

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• When you have several insert effects for a channel, you can bypass
separate effects by clicking the bypass button of the respective slot.
When an effect is bypassed, the button is yellow.

The “Reverb A” insert effect slot is bypassed.

Insert effects in the channel overview


If the “Channel” section is selected in the Inspector or the “Channel
Overview” view mode is selected in the extended mixer, you will get
an overview of which EQ modules, insert effects and effect sends are
activated for the channel.
You can activate or deactivate individual insert effect slots by clicking
the corresponding number (in the upper half of the overview).

The channel overview in the Inspector.

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Using mono or stereo effects with a surround channel
Normally, when you apply a mono or stereo insert effect to a surround
(multi channel) track, the first speaker channel(s) of the track (often L
and/or R) are routed through the effect’s available channels, and the
other channels of the track are left unprocessed.
However, you may want to apply the effect to other speaker channels.
This is done in the Channel Settings window:
1. Click in the small window to the left above the inserts section to open
up the Display Modes pop-up menu.

2. Select “Routing” from the menu.


The inserts section changes appearance, to display a row of small signal diagrams.

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3. Double click on the small signal diagram for the effect to open up an
editor window.

The columns in the diagram represent the channels in the current sur-
round configuration, with signals passing from top to bottom. The grey
field in the middle represents the actual effect plug-in.
• The squares above the effect represent inputs to the effect plug-in.
• The squares below the effect represent outputs from the effect plug-in.
• A line that passes through the effect (with no square input/output indicators)
represent a bypass connection – the audio on that speaker channel passes
the effect without being processed.
• A “broken” line indicates a broken connection – the audio on that speaker
channel will not pass on to the output at all.

Here, the effect will process the Ls and Rs channels. The L, R and C channels will
pass through unaffected, while the Lfe connection is broken.

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Operations
You can move connections to the effect inputs and outputs sideways
to route the audio to/from other inputs/outputs than the standard con-
figuration. To do this, you click the arrow buttons to the right.

• The upper two arrows move the input connections, and the lower two
arrows move the output connections.
If the “Link” checkbox is activated the input and output connections will be moved at
the same time. This is the mode to use when you simply want to process other chan-
nels than the default, without any cross-connections.

• If you move inputs or outputs independently of each other, this means


you create a “cross-connection”.

The audio on the Ls-Rs channels is processed in the plug-in and output on the L-R
channels. Since the L-R channels are bypassed, this means the final L-R output will
contain both the original L-R signals and the processed Ls-Rs signals.

• If a channel is bypassed (a straight line is shown through the plug-in)


you can [Ctrl]/[Command]-click the line to break the connection.
[Ctrl]/[Command]-click again to replace the broken connection with a bypass.

• Clicking Reset gets you back to the original standard connection.

• Changes you make in this window are audible immediately.

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About adding insert effects to busses
As already stated, all input and output busses have eight insert slots,
just like regular audio channels. The procedures for adding insert ef-
fects are the same (except you cannot use the Inspector here).

• Adding insert effects to an input bus allows you to record with effects.
The effects will become a permanent part of the recorded audio file (see page 60).

• Insert effects added to an output bus will affect all audio routed to that
bus, like a “master insert effect”.
Typically you would add compressors, limiters, EQ or other plug-ins to tailor the dy-
namics and sound of the final mix. A special case is dithering, as described below.

Dithering
Dithering is a method for controlling the noise produced by quantiza-
tion errors in digital recordings. The theory behind this is that during
low level passages, only a few bits are used to represent the signal,
which leads to quantization errors and hence distortion.
For example, when “truncating bits”, as a result of moving from 24- to
16-bit resolution, quantization errors are added to an otherwise immac-
ulate recording. By adding a special kind of noise at an extremely low
level, the effect of these errors is minimized. The added noise could be
perceived as a very low-level hiss under exacting listening conditions.
However, this is hardly noticeable and much preferred to the distortion
that otherwise occurs.

When should I use dithering?

• Consider dithering when you mix down to a lower resolution, either in


real-time (playback) or with the Export Audio Mixdown function.
A typical example is when you mix down a project to a 16-bit stereo audio file for audio
CD burning.
What is a “lower resolution” then? Well, Nuendo uses 32-bit float res-
olution internally, which means that all integer resolutions (16-bit, 24-
bit, etc.) are lower. The negative effects of truncation (no dithering) are
probably most noticeable in 8-bit, 16-bit and 20-bit format; whether to
dither when mixing down to 24 bits is perhaps a matter of taste.

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Applying dithering
1. Click the “e” button to bring up the Output Settings window for the
output bus, or display its Inserts section in the extended mixer pane,
as described above.
2. Pull down the Inserts pop-up menu in slot 7 or 8.

• These two last Insert effect slots are post-fader, which is crucial for a
dithering plug-in.
The reason is that any master gain change applied after dithering would bring the sig-
nal back to the internal 32 bit float domain, rendering the dithering settings useless.

3. Select a dithering plug-in from the pop-up menu.


Dithering plug-ins included with Nuendo are:

Plug-in Description

UV22HR UV22HR offers very high-quality dithering with support for multiple
resolutions (8, 16, 20 or 24 bits).

NuendoDither NuendoDither is a surround-compatible plug-in capable of dithering


eight channels at the same time. If you are applying dithering to a
surround bus, this is the recommended dithering plug-in to use.

For a description of the included dithering plug-ins and their parame-


ters, please see the separate PDF document “Audio Effects and VST
Instruments”. If you have installed another dithering plug-in that you
prefer, you can of course select this instead.
4. Make sure the dithering plug-in is set to dither to the correct resolution.
This would be the resolution of your audio hardware (on playback) or the desired reso-
lution for the mixdown file you want to create (as set in the Export Audio Mixdown dia-
log, see page 597).

5. Use the other parameters in the control panel to set up the dithering
to your liking.

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Using group channels for insert effects
Like all other channels, group channels can have up to eight insert ef-
fects. This is useful if you have several audio tracks that you want to
process through the same effect (e.g. different vocal tracks that all
should be processed by the same compressor). Another special use
for group channels and effects is the following:
If you have a mono audio track and want to process this through a ste-
reo insert effect (e.g. a stereo chorus or an auto panner device), you
cannot just insert the effect as usual. This is because the audio track
is in mono – the output of the insert effect will then be in mono as well,
and the stereo information from the effect will be lost.
One solution would be to route a send from the mono track to a stereo
fx channel track, set the send to pre fader mode and lower the fader
completely for the mono audio track. However, this makes mixing the
track cumbersome, since you cannot use the fader. Here’s another
solution:
1. Create a group channel track in stereo and route it to the desired out-
put bus.
2. Add the desired effect to the group channel as an insert effect.
3. Route the mono audio track to the group channel.
Now the signal from the mono audio track is sent directly to the group,
where it passes through the insert effect, in stereo.

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Send effects
Background
Send effects are handled through FX channel tracks. These are spe-
cial tracks that each can contain up to eight insert effects. The signal
path is as follows:

• By routing an effect send from an audio track to an FX channel track,


the audio is sent to the FX channel and through its insert effect(s).
Each audio channel has eight sends, which can be routed to different FX channels.
You control the amount of signal sent to the FX channel by adjusting the effect send
level.

• If you have added several effects to the FX channel, the signal passes
through the effects in series, from the top (the first slot) downward.
This allows for “custom” send effect configurations – you could e.g. have a chorus fol-
lowed by a reverb followed by an EQ and so on.

• The FX channel track has its own channel strip in the mixer, the effect
return channel.
Here you can adjust the effect return level and balance, add EQ and route the effect
return to any output bus.

• Each FX channel track has an automation subtrack, for automating


various effect parameters.
See page 307 for information.

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Setting up send effects
Adding an FX channel track
1. Pull down the Project menu and select “FX Channel” from the “Add
Track” submenu.
A dialog appears.

2. Select a channel configuration for the FX channel track.


Normally, stereo is a good choice since most effect plug-ins have stereo outputs.

3. Select an effect for the FX channel track.


This is not strictly necessary at this point – you can leave the Plug-in pop-up menu set
to “No Effect” and add effects to the FX channel later if you like.

4. Click OK.
An FX channel track is added to the Track list, and the selected effect, if any, is loaded
into the first insert effect slot for the FX channel (in that case, the lit Inserts tab for the
FX channel track in the Inspector indicates that an effect has been assigned and auto-
matically activated).

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• All FX channel tracks you create will appear in a kind of “folder” in the
Track list.
This makes it easy to manage and keep track of all your FX channel tracks, and also al-
lows you to save screen space by folding the FX Channel folder.

FX channel tracks are automatically named “FX 1”, “FX 2” etc., but you can rename
them if you wish. Just double click the name of an FX channel track in either the
Track list or the Inspector and type in a new name.

Adding and setting up effects


As mentioned above, you can add a single insert effect when you cre-
ate the FX channel track if you like. To add and set up effects after the
FX channel track is created, you can either use the Inspector for the
track (click the Inserts tab) or the FX Settings window:

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1. Click the Edit (“e”) button for the FX channel track (in the Track list,
mixer or Inspector).
The FX Settings window appears – this is like a regular Channel Settings window but
without the send panel.

In the middle of the window is the Inserts section with eight effect slots.

2. Make sure the FX channel is routed to the correct output bus.


This is done with the output routing pop-up menu at the top of the fader section (also
available in the mixer and Inspector).

3. To add an insert effect in an empty slot (or replace the current effect in
a slot), click on the slot and select an effect from the pop-up menu.
This works just like when selecting insert effects for a regular audio channel.

4. When you add an effect, its control panel will automatically appear.
Typically you should set the Wet/Dry Mix control to all “wet”.
This is because you control the balance between wet and dry signal with the effect
sends. For more about making settings in the effect control panels, see page 253.

• If you like, you can add up to eight effects for the FX channel.
Note that the signal will pass through all the effects in series. It is not possible to adjust
the effect send- and return levels separately for each effect – this is done for the FX
channel as a whole. If what you want is several separate send effects (where you can
control their send and return levels independently) you should instead add more FX
channel tracks – one for each effect.

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• To remove an insert effect from a slot, click the slot and select “No
Effect” from the pop-up menu.
You should do this for all effects that you don’t intend to use, to minimize unnecessary
CPU load.

• You can also bypass individual effects (or all effects) by clicking the
corresponding Bypass Inserts button(s) for the FX channel track.
See page 234.

• You can also adjust level, pan and EQ for the effect return in this
window.
As always, this can also be done in the mixer or in the Inspector.

• Remember that effects rely heavily on the CPU power in your computer.
The more activated effect units, the more computer power will be used for effects.

Setting up the sends


The next step is to set up and route a send for an audio channel to the
FX channel. This can be done in the mixer (in the extended panel), in
the Channel Settings window or in the Inspector for the audio track.
The example below shows the Channel Settings window, but the pro-
cedure is similar for all three sections:
1. Click the “e” button for an audio channel to bring up its Channel Set-
tings window.
In the mixer you would select one of the Sends modes for the extended mixer panel; in
the Inspector you would click the Sends tab.
In the channel settings window, the send section is located to the far
right. Each of the eight sends has the following controls and options:
• A send on/off switch
• A send level slider
• A pre/post fader switch
• An Edit button

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2. Pull down the routing pop-up menu for a send by clicking in the empty
slot, and select the desired routing destination.

• If the first item on this menu, “No Bus” is selected, the send isn’t routed any-
where.
• Items called “FX 1”, “FX 2” etc. correspond to existing FX tracks. If you have
renamed an FX track (see page 243) that name will appear on this menu in-
stead of the default.
• The menu also allows for routing a send directly to output busses, separate
output bus channels or Group channels.
Routing a send to an output bus allows you to use external effect devices for example.

3. In this case, select an FX channel track from the pop-up menu.


Now the send is routed to the FX channel.

4. Click the power button for the effect send so that it lights up in blue.
This activates the send.

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Audio effects 10 – 247
5. Click and drag the send level slider to a moderate value.
The send level determines how much of the signal from the audio channel is routed to
the FX channel via the send.

Setting the Send level.

6. If you want the signal to be sent to the FX channel before the audio
channel’s volume fader in the mixer, click on the Pre Fader button for
the send so that it lights up.
Normally you want the effect send to be proportional to the channel volume (post fader
send). The picture below shows where the sends are “tapped” from the signal in pre
and post fader mode:

Input gain

Insert effects 1-6

EQ
Pre-fader sends

Volume (fader)

Insert effects 7-8


Post-fader sends

A send set to pre fader mode.

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• You can choose whether a send in pre fader mode should be affected by
the channel’s Mute button or not.
This is done with the option “Mute Pre-Send when Mute” in the Preferences (VST
page).

• When one or several sends are activated for a channel, the Send
Effects buttons light up in blue in the mixer and the Track list. Click the
button for a channel to bypass (disable) all its effect sends.
When the sends are bypassed, the button is yellow. Click the button again to enable
the sends. Note that this button is also available in the Inspector and the Channel set-
tings window.

Click this button to bypass the sends.

• You can also bypass individual sends in the channel overview.


See page 235.

• Alternatively, in the same manner you can bypass the send effects by
clicking the “Bypass Inserts” button for the FX channel.
The difference is that this bypasses the actual send effects which may be used by sev-
eral different channels. Bypassing a send affects that send and that channel only.

Setting pan for the sends


Each send in the Channel Settings window for an audio channel fea-
tures a pan control that lets you position the effect sound from an FX
channel in the sound field – stereo or surround. There are several uses
for this:
• If you route a send from a mono channel to a stereo FX channel track, you can
position the send signal at center pan in the stereo FX channel (or anywhere
you like).

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Audio effects 10 – 249
• If you route a send from a stereo channel to a mono FX channel track, the pan
control works as a crossfader, determining the balance between the stereo
sides when the stereo send signal is mixed to mono.
• If you route a send from a mono or stereo channel to a FX channel track in sur-
round format, you can use the surround panner to position the send signal in
the surround image.
You set up send panning the following way:
1. Open the Channel settings window for the audio channel.
2. Pull down the Display Modes pop-up menu, located above the sends
to the right.

3. On the menu, select “Routing”


Where applicable, small pan controls appear above effect sends routed to FX channels.

4. Click and drag the handle to pan the send.


As usual, you can reset the pan control to the center position by pressing [Ctrl]/[Com-
mand] and clicking on the pan control slider.

• If the FX channel is configured in a surround format, the pan control will


be a miniature surround panner, similar to the one found in the mixer.
You can click and drag the “ball” in this figure to position the send in the surround field,
or double click the figure to bring up the surround panner. See page 285.

• If both the send (the audio channel) and the FX channel is in mono, the
pan control is not available.

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Setting effect levels
After you have set up the sends as described in the previous sections,
the following is now possible:

• You can use the send level slider in the Channel Settings, Inspector,
or the extended part of the mixer to set the send level.
By adjusting the send level you control the amount of signal sent from the audio chan-
nel to the FX channel.

Setting the effect send level.

• In the mixer, you can use the level fader for the FX channel to set the
effect return level.
By adjusting the return level you control the amount of the signal sent from the FX
channel to the output bus.

Setting the effect return level.

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FX channels and the Solo Defeat function
When mixing, you might sometimes want to solo specific audio chan-
nels, and listen only to these while other channels are muted. How-
ever, this will mute all FX channels as well. If the soloed audio channels
have sends routed to FX channels, this means you won’t hear the send
effects for the channels.
To remedy this, you can use the Solo Defeat function for the FX channel:
1. First press [Alt]/[Option] and click on the Solo button for the FX
channel.
This activates the Solo Defeat function for the FX channel. In this mode, the FX
channel will not be muted if you solo another channel in the mixer.

2. You can now solo any of the audio channels without having the effect
return (the FX channel) muted.
3. To turn off the Solo Defeat function for the FX channel, [Alt]/[Option]-
click the Solo button for the FX channel again.

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Making settings for the effects
Selecting effect presets
Most VST effect plug-ins come with a number of useful presets for in-
stant selection. You can select presets in the control panel for the ef-
fect, but they are also available for selection from the Channel Settings
window:
1. Open the Channel Settings for the channel with the insert effects.
This means that to select presets for send effects, you should open the FX Settings
window for the FX channel track.

2. Pull down the Display Modes pop-up menu above the insert slots and
select “Preset”.
Now the insert slots show the currently selected presets.

3. Use the pop-up menu (the arrow to the right of the preset name) to
select another preset.

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Editing effects
All inserts and sends have an Edit (“e”) button. Clicking this opens the
selected effect’s control panel in which you can make parameter set-
tings.
The contents, design and layout of the control panel depends on the se-
lected effect. However, all effect control panels have a power button, a
Bypass button, Read/Write automation buttons (for automating effect
parameter changes – see page 307), a preset selection pop-up menu
and a file pop-up menu for saving or loading programs. In Nuendo for
Mac OS X these are located at the bottom of the control panel, whereas
they are at the top of the control panel in Nuendo under Windows.

The Rotary effect control panel.

• Please note that all effects can be edited using a simplified control
panel (horizontal sliders only, no graphics) if you prefer this. To edit
effects using this “basic” control panel instead, press [Ctrl]/[Com-
mand]+[Shift] and click on the Edit button for the effect send or slot.

Making settings
Effect control panels may have any combination of knobs, sliders, but-
tons and graphic curves.

• For specifics about the included effects and their parameters, please re-
fer to the separate pdf document “Audio Effects and VST Instruments”.

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Naming effects
If you edit the parameters for an effect, these settings are saved auto-
matically in the project. If you want to name the current settings, the
following points apply:
• The basis for the current settings may have been a preset effect program, in
which case there is a name in the preset field.
• The basis for the current settings may have been a default setting program lo-
cation in which case “Default” is displayed in the preset field.
In both cases, if you have changed any effect parameter settings, these
are already saved! To name the current settings, click the Name field,
type in a new name and press [Return]. The new name replaces the
previous name on the program pop-up menu.

Saving effects
You can save your edited effects for further use (e.g. in other projects)
by using the file pop-up menu to the right of the name field.
1. Pull down the file pop-up menu.

• If you want to save the current program only, select “Save Effect”.
Effect programs have the Windows file extension “fxp”.

• If you want to save all programs for the effect, select “Save Bank”.
Effect banks have the Windows file extension “fxb”.

2. In the file dialog that appears, select a name and location for the file
and click Save.
It might be a good idea to prepare a special folder for your effects.

Loading effects
1. Pull down the file pop-up menu.
2. Select “Load Effect” or “Load Bank”.
3. In the file dialog that opens, locate the file and click Open.
If you loaded a Bank, it will replace the current set of all effect programs. If you loaded
a single effect, it will replace the currently selected effect program only.

Automating effect parameters


Effects parameters can be automated – see the chapter “Automation”.

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Installing and managing effect plug-ins
There is a wide range of additional effect plug-ins available in the two for-
mats supported by Nuendo (VST and DirectX). The two formats are han-
dled differently when it comes to installation and organizing:

VST plug-ins
Mac OS X

❐ If you acquire additional VST plug-ins, make sure they are created spe-
cifically for Mac OS X! Plug-ins in Mac OS 9.X format cannot be used.

There is a large number of VST plug-ins available for purchase or down-


load. To install a VST plug-in under Mac OS X, quit Nuendo and drag
the plug-in file to one of the following folders:
• /Library/Audio/Plug-Ins/VST/
This is only possible if you are the system administrator. Plug-ins installed in this folder
will be available to all users, for all programs that support them.
• Users/Username/Library/Audio/Plug-Ins/VST/
“Username” above is the name you use to log on to the computer (the easiest way to
open this folder is to go to your “Home” folder and use the path /Library/Audio/Plug-
Ins/VST/ from there). Plug-ins installed in this folder are only available to you.
When you launch Nuendo again, the new effects will appear on the ef-
fect pop-up menus.
• An effect plug-in may also come with its own installation application, in
which case you should use this.
Generally, always read the documentation or readme files before installing new plug-ins.

Windows
Under Windows, VST plug-ins are usually installed simply by dragging
the files (with the extension “.dll”) into the Vstplugins folder in the
Nuendo application folder, or into the Shared VST Plug-in folder – see
below. When you launch Nuendo again, the new effects will appear
on the Effect pop-up menus.
• If the effect plug-in comes with its own installation application, you
should use this.
Generally, always read the documentation or readme files before installing new plug-ins.

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Organizing VST plug-ins
If you have a large number of VST plug-ins, having them all on a single
pop-up menu in the program may become unmanageable. For this
reason, the plug-ins installed with Nuendo are placed in appropriate
subfolders according to the effect type.

• Under Windows, you can rearrange this by moving, adding or renam-


ing subfolders within the Vstplugins folder if you like.
When you launch the program and pull down an Effects pop-up menu, the subfolders
will be represented by hierarchical submenus, each listing the plug-ins in the corre-
sponding subfolder.

• Under Mac OS X, you cannot change the hierarchic arrangement of


the “built-in” VST plug-ins.
You can however arrange any additional plug-ins you have installed (in the /Library/
Audio/Plug-Ins/VST/ folders, see above) by placing them in subfolders. In the program,
the subfolders will be represented by hierarchical submenus, each listing the plug-ins
in the corresponding subfolder.

About shared VST plug-ins (Windows only)


While Nuendo’s own plug-ins reside in the Vstplugins folder within the
Nuendo program folder, the program can also access plug-ins in an ad-
ditional location, called the shared VST plug-ins folder. This lets you use
plug-ins installed by other VST compatible applications, etc. You can
change what folder is considered the “shared” Vstplugins folder at any
time in the Plug-in Information window, see page 258.

About the “Nuendo 1.x Plug-ins” subfolder


When installing Nuendo, you were asked whether you wanted to in-
stall the effects from previous program versions of Nuendo. If you
chose to do so, the Nuendo 1.x effects will appear on a submenu to
the effect pop-up menus.
The foremost reason for installing these earlier plug-ins is backwards
compatibility, allowing you to import old Nuendo projects and get the
correct effect settings.

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DirectX plug-ins (Windows only)
To be able to use DirectX plug-ins, you must have Microsoft DirectX
installed on your computer (Version 8.1 – or later – recommended
and included on the Nuendo CD).
DirectX plug-ins should not be placed in the Vstplugins folder, as these
are installed under the operating system rather than for Nuendo exclu-
sively. Rather, you should follow the installation instructions included
with the plug-ins. See also page 261.

• On the effect menus, all DirectX plug-ins are listed on the DirectX sub-
menu.
Selecting, activating and editing them is done as with VST effects.

The Plug-in Information window

On the Devices menu, you will find an item called “Plug-in Information”.
Selecting this opens a dialog listing all the available VST and DirectX
compatible plug-ins in your system (including VST Instruments), along
with all MIDI plug-ins (see page 464).

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Managing and selecting VST plug-ins
To see which VST plug-ins are available in your system, click the “VST
Plug-ins” tab at the top of the window. The window now displays all
plug-ins in the Nuendo and the shared Vstplugins folder.
• To enable a plug-in (make it available for selection), click in the left column.
Only the currently enabled plug-ins (shown with a check sign in the left column) will ap-
pear on the effect menus.
• The second column indicates how many instances of the plug-in are currently
used in Nuendo.
Clicking in this column for a plug-in which is already in use produces a pop-up show-
ing exactly where each use occurs.

• A plug-in may be in use even if it isn’t enabled in the left column.


You might for example have opened a project containing effects that currently are dis-
abled on the menu. The left column purely determines whether or not the plug-in will be
visible on the effect menus.
• All columns can be resized by using the divider in the column header.
The other columns show the following information about each plug-in:

Column Description

Name The name of the plug-in.

Nb I/O This column shows the number of inputs and outputs for each plug-in.

Category This indicates the category of each plug-in (such as VST Instruments,
Surround Effects, etc.).

Vendor The manufacturer of the plug-in.


VST Version Shows with which version of the VST protocol a plug-in is compatible.

Delay (sample) This shows the delay (in samples) that will be introduced if the effect is
used as an Insert. This is automatically compensated for by Nuendo.

Use Delay This option (checked by default) means that plug-in delay compensa-
Compensation tion is used for this plug-in (see page 231).

Nb Params The number of parameters for the plug-in.

Nb Programs The number of programs for the plug-in.

Old Host Check this column for a specific plug-in if you want it to be processed
Behaviour like it was by previous versions of Nuendo, to avoid problems such as
feedback-like sounds. Note that you have to reload the plug-in for the
change to take effect.

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Audio effects 10 – 259
Column Description

Modified The last modification date of the plug-in file.

Path The path and name of the folder in which the plug-in file is located.

Update Button
Pressing this button will make Nuendo re-scan the designated Vstplu-
gins folders for updated information about the plug-ins.

• If you press [Ctrl]/[Command] and click this button, a text file with the
plug-in information is generated.
The file will be saved in the folder \Documents and Settings\Aministrator\Local Set-
tings\Temp under Windows. Under MacOS X, you will be asked to specify a folder
where the file should be saved.
This document could be useful if you need to contact Steinberg Technical Support –
or you might want to use it just as a handy reference of the installed effects.

Changing the Shared Plug-ins Folder (Windows only)

If you like, you can change what folder is to be the “shared” Vstplugins
folder. For example, if you have Steinberg’s Cubase VST 5.1 installed
on your computer, you can get access to the Cubase VST 5.1-spe-
cific plug-ins in Nuendo by switching to the Vstplugins folder within
the Cubase VST 5.1 folder.
The currently selected Shared Folder is displayed in the text field at
the top of the window. Clicking the “Change...” button opens a file di-
alog where you can browse to another Vstplugins folder on your hard
drive. Clicking OK selects the new folder as the shared VST plug-ins
folder.

❐ After selecting a new shared plug-ins folder, you will first be prompted to
confirm your choice, and you will then need to restart Nuendo for the ef-
fects in the new folder to become available.

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10 – 260 Audio effects
• Similarly, you can also add additional Shared Plug-ins folders by click-
ing the “Add” button and browsing to another Vstplugins folder on your
hard drive.
If you have several folders assigned as Shared Plug-ins Folders, you can at any time
use the text field pop-up menu to decide which of the assigned folders should be the
designated active one.

• To remove a Shared Plug-ins Folder, select it and click the “Remove”


button.

Managing and selecting DirectX plug-ins (Windows only)


To see which DirectX plug-ins are available in your system, click the
“DirectX Plug-ins” tab at the top of the window.

• To enable a plug-in (make it available for selection), click in the left-


most column.
Only the currently enabled plug-ins (shown with a check sign in the left column) will ap-
pear on the Effect menus.
The idea here is that there could be a variety of DirectX plug-ins in your
system, many of which are not intended for musical audio processing.
Disabling these helps you keep the effect menus in Nuendo more man-
ageable.
• The second column indicates how many instances of the plug-in are
currently used in Nuendo.
Clicking in this column for a plug-in which is already in use produces a pop-up show-
ing exactly where each use occurs.

❐ Please note that a plug-in may be in use even if it isn’t enabled in the left
column. You might for example have opened a project containing effects
that currently are disabled on the menu. The left column purely determines
whether or not the plug-in will be visible on the effect menus.

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11
VST Instruments
Introduction
VST Instruments are software synthesizers (or other sound sources)
that are contained within Nuendo. They are played internally via MIDI,
and their audio outputs appear on separate channels in the mixer, al-
lowing you to add effects or EQ, just as with audio tracks.
Some VST Instruments are included with Nuendo, others can be pur-
chased separately from Steinberg and other manufacturers. The follow-
ing VST Instruments are included and installed with Nuendo:

• A1 – a software synthesizer powered by Waldorf.

• VB-1 – a virtual bass instrument built on real-time physical modelling


principles.

• LM-7 – a 24 bit drum machine.

• This chapter describes the general procedures for setting up and using
VST Instruments.
For descriptions of the included VST Instruments and their parameters, see the sepa-
rate pdf document “Audio Effects and VST Instruments”.

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Activating and using VST Instruments
1. Pull down the Devices menu and select VST Instruments.
The VST Instruments panel appears with 64 slots.

2. Pull down the pop-up menu for an empty slot in the panel and select
the desired instrument.
The instrument is loaded and activated, and its control panel is automatically opened.

• If you look in the Project window, you will find that a special “folder”
for the chosen instrument has been added, within a “VST Instru-
ments” folder (where all your VST Instruments will appear).
The separate folder for the added instrument contains two or more automation tracks:
one for automating the plug-in parameters and one for each mixer channel used by the
VST Instrument. For example, if you add a VST Instrument with four separate outputs
(four separate mixer channels), the folder will contain five automation tracks. To keep
the screen less cluttered, you may want to close the folder for the VST Instrument until
you need to view or edit any of the automation tracks.
For more about automation, see page 295.

3. Select an unused MIDI track in the Project window.


4. Pull down the output pop-up menu for the MIDI track in the Track list
or in the Inspector.
The pop-up menu will now contain an additional item, with the name of the activated
VST Instrument.

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VST Instruments 11 – 265
5. Select the VST Instrument on the MIDI output pop-up menu.
The MIDI output from the track is now routed to the selected instrument.

6. Depending on the selected instrument, you may also need to select a


MIDI channel for the track.
For example, a multi-timbral VST Instrument can play back different sounds on different
MIDI channels – check the instrument’s documentation for MIDI implementation details.

7. Make sure the option “MIDI Thru Active” is activated in the Preferences
dialog (MIDI page).
8. Click the Monitor button for the MIDI track (in the Track list, Inspector
or mixer).
When this is activated (or when the track is record enabled, see page 64) incoming
MIDI is passed on to the selected MIDI output (in this case the VST Instrument).

9. Open the mixer.


You will find an additional channel strip for the instrument’s audio outputs. VST Instru-
ment channel strips have the same features and functionality as group channel strips,
with the addition of an Edit button at the bottom of the strip for opening the VST Instru-
ment control panel.

10.Use the output routing pop-up at the top of the channel strip to route
the instrument audio to the desired output or group.
11.Play the instrument from your MIDI keyboard.
You can use the mixer settings to adjust the sound, add EQ or effects, etc. – just as
with regular audio channels. Of course, you can also record or manually create MIDI
parts that play back sounds from the VST Instrument.

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❐ You can have up to 64 VST Instruments activated at the same time, differ-
ent models or several instances of the same instrument. However, soft-
ware synthesizers can consume quite a lot of CPU power – keep an eye
on the VST Performance window to avoid running out of processor power.

About latency
Depending on your audio hardware and its ASIO driver, the latency
(the time it takes for the Instrument to produce a sound when you
press a key on your MIDI controller) may simply be too high to allow
comfortable real-time VST Instrument playback from a keyboard.
If this is the case, a workaround is to play and record your parts with
another MIDI Sound Source selected, and then switch to the VST In-
strument for playback.

• You can check the latency for your audio hardware in the Device Setup
dialog (VST Multitrack page).
The input and output latency values are shown under the ASIO Driver pop-up menu.
For live VST Instruments playing, these values should ideally be a few milliseconds
(although the limit for “comfortable” live playing is a matter of personal taste).

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Constrain Delay Compensation
Nuendo features full delay compensation throughout the entire audio
path. This means that any delay inherent in the VST plug-ins you use
will automatically be compensated for during playback, so that all
channels are kept in perfect sync (see page 231).
However, when you play a VST Instrument in real time or record live
audio (with monitoring through Nuendo activated), this delay compen-
sation may sometimes result in added latency. To avoid this, you can
click the Constrain Delay Compensation button on the Project win-
dow toolbar. This function tries to minimize the latency effects of the
delay compensation, while maintaining the sound of the mix as far as
possible.

• In the Preferences dialog (VST page) you will find a setting called
Delay Compensation Threshold. Only plug-ins with a delay higher
than this setting will be affected by the Constrain Delay Compensa-
tion function.

• VST plug-ins (with higher delay than the threshold value) which are
activated for VST Instrument channels, audio track channels that are
record enabled, group channels and output channels will be turned
off when you activate Constrain Delay Compensation.

• VST plug-ins activated for FX channels are not turned off but their de-
lay is disregarded by the program (delay compensation is turned off).
After recording or using a VST Instrument with Constrain Delay Com-
pensation, you should turn off the function to restore full delay com-
pensation.

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Selecting patches and making settings
• To select a patch for a VST Instrument, use its patch pop-up menu in
the VST Instruments window.
The available patches depends on the VST Instrument. Not all VST Instruments come
with pre-made patches.

• To access the parameters for the VST Instrument, click the Edit button
in the VST Instruments window or in its channel strip (at the bottom of
the fader strip) in the mixer.
This opens a “control panel” for the VST Instrument.

• For descriptions of the included VST Instruments and their parameters,


see the separate pdf document “Audio Effects and VST Instruments”.

Selecting patches from the Project window


When a VST Instrument is selected as MIDI output for a track, you can
also select patches by name, using the program pop-up menu in the
Track list or Inspector. Although this is set up automatically and trans-
parently, there are a couple of things to note:

• If the VST Instrument supports the VST 2.1 standard (or later), select-
ing a patch will cause Nuendo to send MIDI Program Change and Bank
Select messages to the VST Instrument, just as with “real” physical
MIDI instruments.
A consequence of this is that you can enter Program Change events in MIDI parts any-
where on the track, having the VST Instrument change patch at the desired locations
(“automating” the patch selection).

• If the VST Instrument supports the original VST 2.0 standard only,
only limited support of patch selection is offered.
In this case, selecting a patch will actually ask the VST Instrument to change “Plug-in
Program”, which is not the same as selecting a “Patch” by sending MIDI Program
Change and Bank Select messages.

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Automating a VST Instrument
• Automation of the VST Instrument channel settings is done in the
same way as automating regular channels.

• Automation of the specific parameters for a VST Instrument is done in


the same way as automating VST effect parameters.
See page 294.

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The Instrument Freeze function
Like all plug-ins, VST Instruments can sometimes require a lot of pro-
cessor power. If you are using a moderately powerful computer or if
you are using a large number of VST Instruments, you may come to a
point where your computer cannot handle all VST Instruments playing
back in real time (the CPU overload indicator in the VST Performance
window lights up, you get crackling sounds, etc.).
Enter the Instrument Freeze function! This is how it works:
• When you freeze a VST Instrument, the program renders an audio file of its
output (taking into account all unmuted MIDI parts routed to that VST Instru-
ment). This file is placed in the “Freeze” folder within the Project folder.
• All MIDI tracks routed to the VST Instrument are muted and locked (the con-
trols for these tracks will appear “greyed-out” in the Track list and Inspector).
• When you play back, the rendered audio file is played back from an “invisible”
audio track, routed to the VST Instrument’s mixer channel. Thus, any effects,
EQ or mixing automation will still be applied.
The result of all this is that you get exactly the same sound as before,
but the computer processor doesn’t have to calculate the sound of
the VST Instrument in real time.
• If you need to edit the MIDI parts routed to the VST Instrument or adjust the
settings on the instrument itself, you need to unfreeze the instrument first. This
removes the rendered file and restores the MIDI tracks and VST Instrument.
Once you have made the necessary adjustments you can freeze the instru-
ment again.

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VST Instruments 11 – 271
Performing the Freeze
1. Set up the Project so that the VST Instrument plays back the way you
want it.
This includes editing the MIDI parts routed to the VST Instrument and making parame-
ter settings for the VST Instrument itself. If you have automated parameter changes for
the VST instrument, make sure the Read (R) button is activated.
2. Open the Project Setup dialog and make sure the Length setting
matches the actual project length.
The rendered freeze file will span the whole project length. Although empty (silent)
sections will not affect the size of the freeze file, the Instrument Freeze operation will
take longer if you have an unnecessarily high Length setting.
3. Open the VST Instruments window from the Devices menu.

4. Click the Freeze button for the VST Instrument (the button to the left
of the VST Instrument slot).
A progress dialog is shown while the program renders the VST Instrument audio to a
file on your hard disk.
The Freeze button lights up and the power, bypass and edit buttons
for the VST Instrument are greyed out (and the control panel closes if
it was open). If you check the Project window at this point you will find
that the relevant MIDI tracks have greyed out controls in the Track list
and Inspector. Furthermore, the MIDI parts are locked and cannot be
moved.
5. Try playing back the project.
You will hear exactly the same sound as before Freezing the VST Instrument – but the
CPU load will be considerably less! You can make settings for the VST Instrument
channel in the Mixer as usual – add EQ, effects, make level adjustments, etc.

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Unfreezing
If you need to make adjustments (either to the MIDI tracks or to the
VST instrument parameters) you need to unfreeze the VST Instru-
ment:
1. Click the Freeze button for the VST Instrument slot again.
You will be asked whether you really want to unfreeze the instrument.

2. Click “Unfreeze”.
The MIDI tracks and VST Instrument are restored and the rendered “freeze file” is de-
leted.

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12
Surround sound
Background
What is Surround sound?
Surround is a common name for various techniques for positioning au-
dio in reference to the listener. Whereas regular stereo is limited to
left/right positioning, within a relatively narrow field, surround sound
opens possibilities of positioning an audio source anywhere around
the listener.
Surround sound comes in many flavors, from the ill-fated Quadraphonic
format for vinyl discs launched in the 70s, to today’s more successful in-
carnations.
The differences between the formats are in two areas:
• The number and configuration of speakers.
This varies from two speakers up to 12.
• The intended final coding format.
This depends on the media the audio will be “stored” on: film, broadcast video or DVD,
for example.
Surround sound is a large topic, there are entire books and regular
publications devoted to the subject. This chapter will not provide an
in-depth introduction to surround sound as such. Instead it will con-
centrate on the specific implementation in Nuendo.

Surround sound in Nuendo


Nuendo has integrated surround sound features with support for sev-
eral formats. This support goes all the way through the audio path – all
audio channels and busses can handle multiple speaker channel con-
figurations (up to 12 channels). An individual channel in the mixer can
either carry complete surround mixes, or an individual speaker channel
which is part of a surround setup.
• Audio channels can be routed freely to surround channels.
• The Surround Panner function in the mixer allows you to graphically position
channels in the surround field.

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12 – 276 Surround sound
• Nuendo is ready for surround specific plug-ins, that is plug-ins with multi
channel support specifically designed for surround sound mixing tasks (the
included “Mix8to2” plug-in is an example of this).
There are also surround aware plug-ins, which are not designed specifically
for Surround but which due to their multi-channel support work well in a Sur-
round configuration. An example is the NuendoDither plug-in.
• You configure Nuendo for surround by defining input and output busses in the
desired surround format, and specifying which audio inputs and outputs
should be used for the different channels in the busses. This is done in the
VST Connections window.

Requirements for using Surround


The following additional equipment is required for taking advantage of
Nuendo’s surround sound implementation:
• An audio card with more than two outputs.
The card must have as many outputs as the surround format you plan to select.
• A matching amplifier/speaker configuration.

Encoding
The result of a surround mix in Nuendo is either the multi-channel audio
sent from the surround output bus to your surround speaker setup, or
(if you use the Export audio feature) audio file(s) on your hard disk. Ex-
ported surround mixes can either be split (one mono file per speaker
channel) or interleaved (a single file containing all the surround chan-
nels).
Getting from this step to the final product (surround sound on DVD
disc, DTS etc.) requires special software and possibly hardware. This
equipment will encode the signal into the desired format, possibly
compress the audio and store it on the final media.
Exactly what type of software and/or hardware you need depends on
what kind of format you are mixing for and is not dependent on Nuendo
in any way.

• Steinberg provides Dolby Digital and DTS encoders for purchase, tai-
lored for use with Nuendo.
For details, please go to www.steinberg.net.

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Surround sound 12 – 277
About surround plug-ins
Included with the program are some specific surround-plug-ins. These
are:

• MatrixEncoder and MatrixDecoder.


These are used for working with LRCS Surround encoded material. In LRCS Surround,
four audio channels are converted to two channels, for distribution via regular video and
broadcast formats. These plug-ins perform such conversions (in both ways) and are
compatible with the LRCS Surround format.

• Mix6to2
The Mix6to2 effect allows you to control the levels of up to six surround channels, and
to mix these down to a stereo output.

• Mix8to2
The Mix8To2 effect allows you to control the levels of up to eight surround channels,
and to mix these down to a stereo output.

• MultiDelay
The MultiDelay effect can process up to 12 speaker channels, allowing you to adjust
level, phase and delay individually for each channel. A typical use is to compensate for
delays induced by distance in large surround environments.

• SurroundPanner
This is described on page 285.

• All surround plug-ins (apart from the SurroundPanner) are described in


the separate pdf document “Audio Effects and VST instruments”.

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Window overview
VST Connections
In this window you can add input and output busses. There is a com-
plete selection of common surround configurations available, as well
as standard mono or stereo busses.
The Bus Name column contains the currently configured busses as
they will appear in the input and output routing pop-ups in the mixer.
Selects the Input or Click here to add a bus. The outputs selected for
Output bus page. the channels in the busses.

The currently configured busses.

VST Connections showing the Outputs page.

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Surround in the mixer
Surround sound is supported throughout every stage of the signal
path in the Nuendo mixer, from input to output bus. Each bus or audio
channel can carry up to 12 surround speaker channels.
Here, the SurroundPanner is used for
positioning the sound ”dynamically” in
the surround field.

Using the Output Routing pop-up, audio chan-


nels can be routed directly to surround channels.

In the output channel section of the mixer you can control the master
levels for configured busses. The level meter for a bus (or channel in
the mixer) that carries multiple surround channels will show multiple
level bars, one for each speaker channel in the surround configuration.

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Operations
Setting up the surround configuration
Output bus configuration
Before you can start working with surround sound, you have to config-
ure a surround output bus, through which all the speaker channels of
the chosen surround format are routed. How to add and set up bus-
ses is described in detail on page 14. Here is a brief run through:
1. Open the VST Connections window from the Devices menu.
2. Click the “Outputs” tab.
3. Click the “Add Bus” button and select one of the preset formats from
the Configuration pop-up (see below).
The new bus appears with the ports visible.

4. By clicking in the ASIO Device Port column you can now route the
speaker channels to the desired outputs of your audio hardware.
5. If you like, rename the output bus by clicking its name and typing in a
new one.
This name will appear in the mixer and on routing pop-ups.
The following surround configurations are included:
Format Description

LRCS LRCS refers to Left Right Center Surround, where the surround speaker
is center-rear positioned. This is the original surround format that first ap-
peared as Dolby Stereo in cinema and later as the home cinema format
Dolby ProLogic.

5.0 This is the same as 5.1 (see below) but without the LFE channel. The LFE
channel is optional in 5.1 and if you don’t plan to use it, you might find this
option more convenient.

5.1 This format is one of the most popular in cinema and DVD. In its various
cinema and DVD encoding implementations (established by different
manufacturers) it is referred to as Dolby Digital, AC-3, DTS and MPEG 2
Multichannel. 5.1 has one center speaker (mainly used for speech) and
four surround speakers (for music and sound effects). Additionally a sub-
channel (LFE – Low Frequency Effects) with lower bandwidth is used for
special low frequency effects.

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Surround sound 12 – 281
Format Description

LRC Same as LRCS, but without the surround speaker channel.

LRS Left-Right-Surround, with the surround speaker positioned at center-rear.

LRC+Lfe Same as LRC but with an Lfe sub-channel added.

LRS+Lfe Same as LRS but with an Lfe sub-channel added.

Quadro The original Quadraphonic format for music, with one speaker in each
corner. This format was intended for vinyl record players.

LRCS+Lfe Same as LRCS but with an Lfe sub-channel added.

Quadro+Lfe Same as Quadro but with an Lfe sub-channel added.

6.0 Cine A Left-Right-Center front speaker arrangement with 3 (Left-Right-Center)


surround channels.

6.0 Music This uses 2 (Left/Right) front channels with Left and Right surround chan-
nels and Left and Right Side channels.

6.1 Cine In cinema encoding formats this is referred to as Dolby Digital Surround
EX and DTS-ES. It is identical to 5.1 but uses an additional full bandwidth
central-rear surround speaker.

6.1 Music Same as 6.0 Music but with an additional Lfe sub-channel.

7.0 Cine A Left-Right-Center front speaker arrangement with Left and Right sur-
round channels and “Left of Center” and “Right of Center” channels.

7.0 Music A Left-Right-Center front speaker arrangement with Left and Right sur-
round channels and “Side Left” and “Side Right” channels.

7.1 Music Same as 5.1, but with extra “Side Left” and “Side Right” channels.

7.1 Cine Same as 5.1, but with extra “Left of Center” and “Right of Center”
speaker channels.

8.0 Cine Same as 7.0 Cine, but with an additional Center surround channel.

8.0 Music Same as 7.0 Music, but with an additional Center surround channel.

8.1 Cine Same as 7.1 Cine, but with an additional Center surround channel.

8.1 Music Same as 7.1 Music, but with an additional Center surround channel.

10.2 Same as 5.1, but with 3 “Top Front” channels (left-right-center) and 2
(left-right) “Top Rear” channels. In addition, a second Lfe sub-channel is
also available.

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Child busses
Essentially a child bus is a bus within a (“bigger”) bus. Typically you
may want stereo child busses within your surround bus – this allows
you to route stereo tracks directly to a stereo speaker pair within the
surround bus. You may also want to add child busses in other sur-
round formats (with fewer channels than the “parent bus”).
Once you have created a surround bus, you can add one or several
child busses to it by right-clicking (Windows) or [Ctrl]-clicking (Mac)
the bus and selecting “Add Child Bus”. This is described in detail on
page 18.

Input bus configuration


To work with surround sound in Nuendo, it is often not necessary to
configure a surround format input bus. You can record audio files via
standard inputs, and easily route the resulting audio channels to sur-
round outputs at any stage. You can also directly import multichannel
files of specific surround format onto audio tracks of the same format.
You should add a surround input bus in the following circumstances:

• You have existing audio material in a specific surround format, and you
wish to transfer this material into Nuendo as a single, multi-channel file.

• You wish to record a surround setup “live”.


In both cases, you can add and configure an input bus of the format
you wish to use in the VST Connections dialog so that each input on
your audio hardware is routed to the corresponding speaker channel.
To add an input bus, use the same general method as described on
page 281, but select the “Inputs” tab instead.

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Surround sound 12 – 283
Routing channels directly to surround channels
If you want to place an audio source in one separate speaker channel
only, you can route it directly to that speaker channel. This is useful for
pre-mixed material or multi-channel recordings that don’t require pan-
ning.
1. Open the mixer and locate the channel you wish to route.
2. From the output routing pop-up menu, select the corresponding sur-
round speaker channel.

• If a stereo audio channel is routed directly to speaker channel, the left/


right channels will be mixed to mono.
The pan control for the audio channel governs the balance between the left and right
channel in the resulting mono mix. Center pan will produce a mix of equal proportion.

Routing channels using Child busses


Child busses provide a way to route stereo (or multichannel) audio
channels to specific speaker channels in a surround configuration.
The most obvious application of a child bus is when you wish to add a
stereo channel to two specific left/right surround speaker channels.
If you have added a child bus within a surround bus (see page 283), it
appears as a submenu item within the surround bus on the output rout-
ing pop-up menu. Select this to route a stereo audio channel directly to
that stereo speaker pair in the surround bus.

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12 – 284 Surround sound
Using the Surround Panner
Nuendo has a special feature for graphically positioning a sound source
in a surround field. This is actually a special plug-in which distributes the
audio from the channel in various proportions to the surround channels.
1. Open the mixer and locate the channel you wish to position.
This could be a mono or stereo channel.

2. From the output routing pop-up menu, select the “whole surround
bus” (not a surround speaker channel).
A miniature graph of the surround plug-in interface appears above the fader in the
channel strip.

When the “whole” surround bus is selected, the channel strip shows a miniature
surround control.

3. Click and drag directly in the miniature image to move the sound in the
surround field.
The horizontal red strip to the right controls the subbass (LFE) level (if available in the
selected surround format).

• You can also view a slightly larger version of this control by selecting
“Surround Pan” on the view options pop-up for the extended mixer
panel.
This mode offers click and drag-panning as well as numerical values for left/right bal-
ance, front/rear balance and LFE amount – type or use a mouse wheel to adjust them.

• For total control over surround panning, you can double click on the
miniature image to open the full Surround Panner interface in a sepa-
rate window.

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The SurroundPan controls

The SurroundPan plug-in interface in Standard, Position and Angle mode, respectively.

The SurroundPan plug-in allows you to position your audio in the sur-
round field. It consists of an image of the speaker arrangement, as de-
fined by the output bus selected on the output routing pop-up menu,
with the sound source indicated as a grey ball.
The following options and methods are available:

Mode – Standard/Position/Angle
The Standard Mode/Position Mode/Angle Mode switch allows you to
work in three modes:
• In both Standard and Position mode, the speakers in the front are aligned, as
they would normally be in a cinema-type situation. This means that the front
speakers are at a varying distance from the center. Standard mode (default) is
the best mode for moving sources between speakers without level attenuation.
• Angle Mode is the traditional surround sound mixing definition. Note that here
the speakers are defined as being at equal distance from the center. This is
not really a true representation of for example a cinema, but has still proven to
work well in many situations.

❐ Different modes have different parameters, as stated in the parameter


descriptions on the following pages.

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12 – 286 Surround sound
Speakers
The speakers in the panel represent the chosen surround configuration.

• The speakers in the front are aligned, as they would normally be in a


cinema-type situation.
This means that the front speakers are at a varying distance from the center, allowing
you to move sources between speakers without level attenuation.

• You can turn speakers on and off by clicking them with [Alt]/[Option]
pressed. When a speaker is turned off, no audio will be routed to that
surround channel.

Positioning and levels

❐ The text below assumes mono/stereo pop-up is set to “Mono Mix”. For
more information on the other modes, see below.

A sound source is positioned either by clicking or dragging the grey


“ball” around in the panel (or by using key commands, see below). By
dragging during playback you can record automation, see page 303.

• In Standard Mode, the signal levels from the individual speakers are
indicated by colored lines from the speakers to the center of display.

• In Position Mode, the concentric circles will help you determine the
level of the signal at a certain position.
The yellow circle represents -3dB below nominal level, the red circle is at -6dB and the
blue is located at -12dB. These are affected by attenuation, see below.

• In Angle Mode, a red arc helps you determine the perceived “range”
of a source. The sound will be at its loudest in the middle of the arc
and will have dropped in level towards the ends.
Exactly how levels are handled may require some explanation:

• When you move a source around, a number will indicate the loudness
in each speaker.
This is a value in dB (decibel) and is relative to the nominal level of the source. In other
words, 0.0 (dB) represents full level.

• If you position the source far enough away from a speaker, its level will
drop to zero (indicated by an infinity symbol).

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Surround sound 12 – 287
• The signal levels from the individual speakers are indicated by colored
lines from the speakers to the center of display.

• You can use modifier keys to restrict movement in various ways:


In Standard and Position Mode:
Key Movement restriction

[Shift] Horizontally only

[Ctrl]/[Command] Vertically only

[Alt]/[Option] Diagonally (up left, down right)

[Ctrl]/[Command]+ Diagonally (up right, down left)


[Alt]/[Option]

In Angle Mode:
Key Movement restriction

[Shift] From center to perimeter only.

[Ctrl]/[Command] Along the perimeter only (at current distance from center)

There is a also special set of key commands for working in the


SurroundPan window.

❐ For a complete list of the available key commands, click on the “Surround-
Panner” logo and then click again!

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The LFE dial (All Modes)

If the selected surround setup includes an LFE (Low Frequency Effects)


channel, a separate LFE level dial will be available in the SurroundPan
window. Use this to set the signal amount sent to the LFE channel. You
can also set this using the small red strip to the right of the Surround
Panner in the mixer channel strip, or by typing in a numerical value in the
larger Surround Panner that can be shown in the extended channel
strip.

Click here and type in a LFE level value...

...or drag this control to set LFE level.

The Surround Panner in the channel strip (bottom) and in the extended panel of the
mixer channel strip (“SurroundPan” activated).

Mono/stereo pop-up (All Modes)


If you have a mono channel this is by default set to Mono Mix. The pan-
ner will then behave as described above.
If you have a stereo channel, you have the option of using one of the
three Mirror modes. Two grey balls will then appear, one for each
channel (L/R). This will allow you to move the two channels symmetri-
cally, by just dragging one of them. The three modes allow you to se-
lect which axis should be used for mirroring.
• The default mode for stereo channels is the Y-Mirror mode.
• If you run a stereo signal through the panner in Mono Mix mode, the two chan-
nels will be mixed together before entering the plug-in.
• If you run a mono signal through the plug-in in one of the stereo modes, the
signal will be split before entering the plug-in.

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Surround sound 12 – 289
Additional Parameters (Standard Mode)

• Center Level.
This determines how center source signals should be reproduced by the front speak-
ers. With a value of 100%, the center speaker will provide the center source. With a
value of 0%, the center source will be provided by the ghost image created by the left
and right speakers. Other values will produce a mix between these two methods.

• Divergence Controls.
The three divergence controls determine the attenuation curves used when positioning
sound sources, for X-axis front, X-axis back and Y-axis (front/rear), respectively. If all
three Divergence values are 0% (default), positioning a sound source on a speaker will
set all other speakers to zero level (-∞) (except for the center speaker which depends
on the center level). With higher values, the other speakers will receive a percentage of
the sound source.

Additional Parameters (Position and Angle Mode)

• Attenuate.
Attenuate can be used to amplify or weaken the source. Exactly what effect this has on
the level in each speaker can be determined by the level readouts, the concentric cir-
cle (Position mode) and the arc (Angle mode).

• Normalize.
Normalize is a function for controlling the overall loudness from all speakers. When this
is set to 1.0 (full normalization), the level from all speakers together is always exactly
0dB. The individual levels will then be boosted or attenuated accordingly.

❐ Please note that this is not a dynamic feature, like compression or limit-
ing. It is instead just a tool for scaling the nominal output levels from the
surround channels.

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12 – 290 Surround sound
Automation
All parameters in the SurroundPan plug-in can be automated, just as
with any other plug-in. See page 303.

Exporting a Surround mix


When you have set up a surround mix you can choose to export it with
the Export Audio Mixdown function. This function exports a single se-
lected output bus – this means that all channels that you want to be
part of the mix must be routed to the surround output bus.
You have the following export options when doing surround work:
• Export to “split” format, resulting in one mono audio file for each surround
channel.
• Export to interleaved format, resulting in a single multi-channel audio file (e.g.
a 5.1 file, containing all six surround channels).
• Under Windows you can also export a 5.1 surround mix to a file in Windows
Media Audio Pro format.
This is an encoding format tailored for 5.1 surround – see page 609.
• You can also export a surround mix to a Dolby Digital AC3 file or a DTS file, if
you have the Steinberg Dolby Digital Encoder or the Steinberg DTS Encoder
(both optional, separate plug-ins) installed in your system.
Please go to www. steinberg.net for details.
For more about exporting to files, see the chapter “Export Audio Mix-
down”.

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Surround sound 12 – 291
Using effects in surround configurations
Nuendo introduces a special surround format for VST plug-ins, that is
plug-ins that can process more than two channels. Examples of such
plug-ins are Mix8to2 and MultiDelay.

Applying a Surround-aware plug-in


This is not different from applying a regular plug-in. The only difference
is that the plug-in panel may have controls for more than two channels.

Using a stereo plug-in in a surround configuration


Normally, when you apply a stereo insert effect to a surround configu-
ration, the first two speaker channels (often L and R) are routed
through the plug-in and other channels are left unprocessed.
However, you may want to use the plug-in on other speaker channels.
This is described on page 236.

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12 – 292 Surround sound
13
Automation
Background
Nuendo provides very comprehensive automation features. Virtually
every mixer and effect parameter can be automated.
There are two main methods you can use to automate parameter
settings:

• By manually drawing curves on automation subtracks in the Project


window.
See page 310.

• By using the Write/Read buttons and adjusting parameters in the mixer.


See page 303.

The methods are not different in terms of how the automation data is
applied – they only differ in the way the automation events are created;
manually drawing them or recording them. Any applied automation data
will be reflected in both the mixer (a fader will move for example) and in
a corresponding automation track curve (although this may be hidden).

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13 – 294 Automation
About automation subtracks
Audio tracks, group tracks and FX channel tracks all have automation
subtracks. These allow you to view and edit the automation of all mixer
settings for the track, including settings for the track’s insert effects.
There is one automation subtrack for each automatable parameters,
and subtracks can be shown or hidden in any combination.
Similarly, MIDI tracks have automation subtracks for mixer settings,
track parameters as well as send and insert effect settings (if used).
VST Instruments have special automation tracks that appear in the
Project window when you add a VST Instrument. There is one auto-
mation track for the plug-in parameters and one track for each mixer
channel used by the instrument. These tracks all have automation sub-
tracks, giving you access to all parameters and mixer settings.
Finally, for ReWire channels and input/output channels, automation
tracks are automatically added as soon as you activate automation
(with the Write button) in the corresponding mixer channel strip or
Channel Settings window. These automation tracks have subtracks
for all parameters as well.

What can be automated?


Mixing in Nuendo can be completely automated. The following param-
eter settings can be recorded automatically – or manually drawn in –
on automation subtracks:

For each audio or group track and ReWire channel:


• Volume
• Mute
• Pan left/right
• 8 x insert effect program selection and effect parameters (if inserts are used)
• 8 x effect send on/off switches
• 8 x effect send levels
• Surround panner parameters
• EQ master bypass
• Settings for 4 EQ modules (enable/freq/quality/gain)

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Automation 13 – 295
For each FX channel track and input/output bus:
• Volume
• Mute
• Pan left/right
• 8 x insert effect program selection and effect parameters (if inserts are used)
• Surround panner parameters
• EQ master bypass
• Settings for 4 EQ modules (enable/freq/quality/gain)

For each VST Instrument


• VST Instrument plug-in parameters and program selection
plus (for each mixer channel/separate output used by the instrument):
• Volume
• Mute
• Pan left/right
• 8 x insert effect program selection and effect parameters (if inserts are used)
• 8 x effect send on/off switches
• 8 x effect send levels
• Surround panner parameters
• EQ master bypass
• Settings for 4 EQ modules (enable/freq/quality/gain)

For each MIDI track


• Volume
• Pan
• Mute
• Track parameters on/off switch
• Transpose
• Vel. shift
• Random 1-2 min/max/target
• Range 1-2 min/max/target
• 4 x insert effect on/off switches
• 4 x send effect on/off switches
• 4 x MIDI insert effect parameters (if used)
• 4 x MIDI send effect parameters (if used)

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13 – 296 Automation
Automation track operations
Opening automation subtracks
Every track/channel has a number of automation subtracks, each
showing one automation parameter.
For audio, group, MIDI and FX channel tracks, there are two ways you
can open an automation subtrack for the channel:

• By right-clicking (Win) or [Ctrl]-clicking (Mac) the track in the Track


list and selecting “Show Automation” from the pop-up that appears.

• By clicking on the “Show/Hide Automation” button (the plus sign) in


the Track list for the channel.
An automation subtrack opens in the Track list, and a straight black horizontal line is
shown as well as a greyed out mirror image of the audio events’ waveform (or MIDI
events for MIDI tracks) in the event display. By default, the volume parameter is as-
signed to the first subtrack.

Click the “+” button to open an automation subtrack.

For VST Instruments, automation tracks appear automatically when


you add VST Instruments.
For ReWire channels and input/output busses, automation tracks are
automatically created when the Write automation button (see page
303) is activated in either:
• The corresponding channel strip in the mixer.
• The corresponding Channel Settings window.
• The mixer common panel (“Write All”).
• The area above the Track list (“Write All”)

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Automation 13 – 297
Opening additional automation subtracks

• If you click on the “Append Automation Track” button (the “+” sign) for
an automation subtrack, another subtrack opens, by default showing
the next parameter in the Add Parameter list (see below).

Assigning a parameter to an automation subtrack


Default parameters are already assigned to automation subtracks
when you open them, according to their order in the Add Parameter
list (see below). To select what parameter an open subtrack should
display, proceed as follows:
1. If none exists, open an automation subtrack using one of the methods
described above.
2. Click in the parameter display for the automation subtrack.
A pop-up list is shown containing some of the automation parameters plus the item
“More...” at the bottom of the list.

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13 – 298 Automation
• If the parameter you wish to automate is on the pop-up you can select
it directly.
The parameter will then replace the current parameter in the automation subtrack.

• If you wish to add a parameter not available on the pop-up and want to
view all parameters that can be automated, go on to the next step.
3. Select “More...”.
The Add Parameter dialog appears. This dialog shows a list with all parameters, sorted
into different categories, that can be automated for the selected channel, including the
parameters for any assigned insert effects. See page 295 for a list of the available pa-
rameters according to channel type.

The Add Parameter dialog for an audio track.

4. Select a parameter from the list and click OK.


The parameter will then replace the current parameter in the automation subtrack.

• To view the parameters in each category click the “+” sign for the cate-
gory folder.

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Automation 13 – 299
• Note that the “replacing” of the parameter displayed in the subtrack is
completely non-destructive.
For example, if the subtrack contained any automation data for the parameter you just re-
placed, this data would still be there, although it would not be visible after you replaced
the parameter. If you click in the parameter display you can switch back to the replaced
parameter. All automated parameters are indicated by an asterisk (*) after the parameter
name on the pop-up menu.

The Volume parameter is automated.

You can click the “Show/Hide Automation” button (the plus sign) for
the automation subtrack to open additional subtracks and repeat the
above procedure to assign a parameter to each subtrack.

Removing automation subtracks


To remove automation subtracks from the Track list, proceed as follows:
• To remove a single subtrack, click the parameter name and select “Re-
move Parameter” from the pop-up menu.
Note that this will also delete any automation events on the subtrack, and the subtrack
will be closed.

• To remove all currently unused subtracks from a track in the Track list,
select “Remove Unused Parameters” from any of its subtrack parame-
ter name pop-ups.
All subtracks that do not contain automation events will be closed for the selected track.

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13 – 300 Automation
Hiding automation subtracks
• To hide a single automation subtrack, click the “Hide Automation” but-
ton (the minus sign) in the Track list.

• To hide all automation subtracks for a track, right-click (Win) or [Ctrl]-


click (Mac) the track for which you wish to hide the automation sub-
tracks, and select “Hide Automation” from the pop-up menu that ap-
pears.

• To hide all automation subtracks for all tracks in the Track list, right-
click (Win) or [Ctrl]-click (Mac) any track and select “Hide All Automa-
tion” from the pop-up menu that appears.
This option is also available on the Project menu.

Showing only used automation subtracks

If a lot of automation subtracks are used, it may be impractical to have


them all open in the Track list. If you want to view only the subtracks
that are used (i.e. those that actually contain automation events) and
hide all empty automation subtracks, do one of the following:

• Right-click (Win) or [Ctrl]-click (Mac) any track in the Track list and se-
lect the option “Show Used Automation for All Tracks” from the pop-
up menu.
This will close all automation subtracks not containing any automation events, while leav-
ing used subtracks open for all tracks. This option is also available on the Project menu.

• Right-click (Win) or [Ctrl]-click (Mac) a specific track and select the


option “Show Used Automation” from the pop-up menu.
This will close all automation subtracks not containing any automation events, while leav-
ing used subtracks open for the selected track.

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Automation 13 – 301
Muting automation subtracks

You can mute individual automation subtracks by clicking their Mute


buttons in the Track list. While clicking the Read (R) button (see page
303) for an automation subtrack will activate or deactivate Read mode
for all automated parameters of the track, using the Mute button allows
you to turn off automation for a single parameter.

The “Automation follows Events” setting


If you activate “Automation follows Events” on the Edit menu (or in the
Preferences–Editing dialog), automation events will automatically fol-
low when you move an event or part on the track.
This makes it easy to set up automation related to a specific event or
part, rather than to a specific position in the project. For example, you
can automate the panning of a sound effect event (having the sound
pan from left to right, etc.) – if you need to move the event, the auto-
mation will automatically follow! The rules are:

• All automation events for the track between the start and end of the
event or part will be moved.
If there are automation events in the new position (to which you move the part or
event), these will be overwritten.

• If you duplicate an event or part (by [Alt]/[Option]-dragging or by us-


ing the Duplicate or Repeat functions) the automation events will be
duplicated as well.

• This function affects copying and pasting as well.

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Using Write/Read automation
All track types except folder, marker, video and ruler tracks feature
Write (W) and Read (R) buttons in the mixer, in the Track list and in the
Channel Settings window. Furthermore, the control panels for all plug-
in effects and VST Instruments also feature Write and Read buttons.

The Write and Read buttons for a channel in the mixer, and for an automation
subtrack in the Track list.

• If you activate Write for a channel, all mixer parameters you adjust dur-
ing playback for that specific channel will be recorded as automation
events.

• If you activate Read for a channel, all your recorded mixer actions for
that channel will be performed during playback, just like you performed
them in Write mode.

• The W and R buttons for a track in the Track list are mirrors of the W
and R buttons in the corresponding channel strip in the mixer.
• Some track types require that you activate the Write button (either for
the track or globally – see below) to create an automation track for it.
These are: VST Instrument, ReWire and Input/Output tracks. The first time the Write
button is activated for these track types, automation subtracks will be created for them.
You can then proceed with automating the parameters of the tracks (by editing the au-
tomation subtracks or by writing, as described below). To play back the automation,
make sure the Read button for the tracks is activated.

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Automation 13 – 303
There are also global Read All and Write All Automation buttons in the
mixer’s common panel and at the top of the Track list:

The global Write and Read buttons in the mixer, and in the Track list.

• When Read All is activated, all your recorded mixer actions for all
channels will be performed during playback.

• When Write All is activated, all mixer actions you perform during play-
back (for all channels) will be recorded as automation events.

About the five automation modes

When recording automation, you can choose one of five automation


modes (available on the Project window toolbar):

• When Touch Fader mode is selected, the program starts writing the auto-
mation as soon as you click the control and stops writing when you re-
lease the mouse button.

❐ For most plug-in parameters (audio effects and VST Instruments), there
is no way for the program to “know” whether a control is “pressed” or not
(this information is not passed back by the plug-in interface). For this
reason, automation of most plug-in parameters will work as in Autolatch
mode (see below), even if Touch Fader is selected.

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• When Autolatch mode is selected, the program starts writing the auto-
mation as soon as you click the control and stops writing when you stop
playback or turn off the Write function.
The last automation value will be continuously written until you stop or turn off Write.
This is useful if you want to overwrite a long section of previous automation, and also
when you are recording automation from a remote device (because then there is no
way for the program to know when you “release” the control). However, make sure you
only touch the desired control(s) when recording automation in Autolatch mode – and
remember to stop playback when you’re done!

• X-Over mode works like Autolatch mode, but with one difference: As soon
as you “cross” any existing (previous) automation curve, the writing is au-
tomatically turned off.

• Overwrite mode affects volume automation only. It works like Autolatch


mode, with one significant difference: the program starts writing the au-
tomation as soon as you start playback, and stops writing when you turn
off Write.
This means that automation will be written continuously from the moment you start
playback until you turn off Write – even if you don’t touch any controls. This is useful if
you want to have a “clean slate” and redo previous volume automation.

• Trim mode is useful for volume automation only. It offsets the volume
automation curve without overwriting any previous volume automation,
letting you adjust the volume for already existing automation.
In Trim mode, the channel’s volume fader in the mixer is initially positioned in the exact
middle position, regardless of any existing volume automation. By raising the fader rel-
ative to the middle position, you offset the volume curve upwards. By lowering the
fader, you offset the volume curve downwards. In Trim mode, the program starts writ-
ing the automation as soon as you click the control and stops writing when you release
the mouse button.

• Trim mode has a special feature: if you enable Write automation when
playback is stopped and select Trim mode, you can use the fader to trim
(offset) the volume curve between the left and right locator.
This makes it easy to e.g. raise the relative volume in a specific area: set the locators
accordingly, enable Write, select Trim mode and raise the level fader.

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Automation 13 – 305
Recording your actions – an example
If the settings in your current project are crucial, you may not want to
“experiment” with automation until you know more about how it all fits
together. If so, you can create a new project for the following example. It
doesn’t even have to contain any audio events, just a few audio tracks.
Proceed as follows:
1. Open the Mixer window.
2. Click the “Write All” button in the mixer common panel.
Nuendo is now in global Write mode.

3. Start playback, and adjust some volume faders and/or other parameter
settings in the mixer or perhaps in a Channel Settings window.
Stop playback when you are done, and return to the position where you started play-
back.

4. Deactivate Write mode, and click the Read All button in the mixer
common panel.
Nuendo is now in global Read mode.

5. Start playback, and watch the Mixer window.


All your actions performed during the previous playback will be reproduced exactly.

6. If you wish to redo anything that was recorded, activate Write mode
again, and start playback from the same position.
• You can have Write and Read activated simultaneously, if you want to
watch and listen to your recorded mixer actions while you’re recording
fader movements for another mixer channel, etc.

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Recording plug-in automation
Every parameter for every assigned effect or VST Instrument can be
automated in much the same manner as described above.
The following example assumes that you have assigned an insert effect
to an FX channel track (see page 246), and describes how to record
automation for the effect:
1. Activate Write All in the mixer common panel or in the Track list to put
Nuendo in global Write mode.
2. Select the FX channel track in the Track list and open its Inserts sec-
tion in the Inspector.
If the Inspector is hidden, click the “Show Inspector” button in the Project window tool-
bar.

3. Open the control panel for the effect by clicking the Edit button (“e”)
above the insert effect slot in the Inspector.
4. Click the Write button in the control panel to activate Write mode.
All effects and VST Instruments have Write/Read buttons on their control panels.
These work exactly like the corresponding buttons in the mixer or in the Track list. In
the previous example, we used global Write mode, in which mixer and parameter
changes are recorded on all tracks, but in this example we’ll use Write mode for one
track only.

5. Start playback and adjust some effect parameters in the control panel.
When you are finished, stop playback and return to the position where you started
playback.

6. Deactivate Write and instead click the Read button on the control
panel.
7. Start playback, and watch the control panel.
All actions you performed during the previous playback will be reproduced exactly.

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Automation 13 – 307
Assigning an automated parameter to an automation subtrack
To select which parameter is currently shown in the automation track
for the FX channel, proceed as follows:
1. Click in the parameter display for the FX channel automation subtrack.
The parameter display pop-up list is shown containing the automation parameters for
the plug-in. The parameter(s) you previously automated are indicated by an asterisk after
the parameter name in the list.

Automated parameters for the Phaser effect.

2. Select the parameter you wish to view from the parameter display
pop-up.
The automation curve for the parameter you selected is displayed on the automation
subtrack.

• To view VST Instrument parameters you use the same method, but for
the first automation track for the instrument.
As described earlier, each VST Instrument have two or more automation tracks - one
for the plug-in settings and one for each VST Instrument mixer channel.

Where did the automation data I recorded end up?


When using Write All automation, you can write automation data on
all channels’ automation tracks. In the previous write operations, you
probably added automation events for many different channels and
parameters.

• To view all the automation events you recorded during the operations,
select “Show Used Automation” from the Project menu.
Now the automation data for every channel parameter that you adjusted in the mixer
during Write mode is shown on corresponding subtracks in the Project window. The
automation events recorded are shown as points in the automation curves.

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Working with automation curves
About automation curves
There are two kinds of automation curves, “ramp” and “jump”:

• Jump curves are created for any parameter that only has on/off values,
like a Mute button, for example.

• Ramp curves are created for any parameter that generates continuous
multiple values, such as fader or dial movements etc.

Examples of jump (top subtrack) and ramp automation curves shown in the event
display.

About the static value line


When you first open an automation subtrack for a parameter, it doesn’t
contain any automation events (unless you have previously adjusted
that parameter with write automation activated), and this is reflected in
the event display as a straight horizontal black line, the “static value”
line. This line represents the current parameter setting.
• If you have manually added any automation events or used write auto-
mation for the corresponding parameter, and then deactivate Read
mode, the automation curve will be greyed-out in the automation sub-
track event display and the static value will be used instead.
As soon as Read mode is activated the automation curve will become available.

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Editing automation events
Drawing automation events
By using write automation in the mixer, you generate automation events
by moving parameter dials and fader settings in the mixer. You can also
add them manually, by drawing automation curves on an automation
subtrack. Proceed as follows:
1. Open a volume automation subtrack for an audio track by clicking the
“+” sign.
The static value line is shown in the event display.

2. Select the Pencil tool.


You can also use the Pencil tool in other modes for drawing curves, see below.

3. If you click on the static value line, an automation event is added, read
automation mode is automatically activated, and the static value line
changes to a blue automation curve.

4. If you click and hold, you can draw a curve, by adding a multitude of
single automation events.

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5. When you release the mouse button, the number of automation
events is reduced to a few events, but the basic shape of the curve
still remains the same.
This “thinning” of events is governed by the Automation Reduction Level setting in the
Preferences dialog, see page 316.

6. If you now activate playback, the volume will change with the automa-
tion curve.
In the mixer the corresponding fader moves accordingly.

7. Simply redo the operation if you are not happy with the result.
If you draw over existing events, a new curve is created.

• If the automation subtrack is in Read mode already, you can also add
automation events by clicking with the Arrow tool.
If you are trying to add a point between two existing points and the new point doesn’t
deviate from the existing curve, it will be removed by reduction (see page 316) as soon
as you release the mouse button.

Using the Pencil tool in other modes to draw automation curves


Other Pencil tool modes can be very useful for drawing automation
events. The various modes are accessed by clicking on the Pencil tool
on the toolbar and selecting from the pop-up that appears.
• Clicking and dragging with the Pencil tool in Line mode shows a line in the au-
tomation subtrack, and creates automation events aligned with this line.
This is a quick way to create linear fades, etc.

• The Parabola mode works in the same way, but aligns the automation events
with a parabolic curve instead, giving more “natural” curves and fades.
Note that the result depends on the direction from which you draw the parabolic curve.

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Automation 13 – 311
• The Sine, Triangle and Square modes create automation events aligned with
continuous curves.
If snap is activated and set to Grid, the period of the curve (the length of one curve
“cycle”) is determined by the grid setting. If you press [Shift] and drag, you can set the
period length manually, in multiples of the grid value.

Selecting automation event points

• To select a single automation event point, click on it with the Arrow tool.
The point turns red, and you can drag it in any horizontal or vertical direction between
two points.

• To select multiple curve points, you can either [Shift]-click or drag a


selection rectangle with the Arrow tool.
All events inside the selection rectangle will become selected.

Draw a selection rectangle around some points to select them.

When selected, several points can be moved in all directions as “one”,


i.e. the curve shape formed by the selected event points remains intact.

• To select all automation events on a subtrack, right-click (Win) or


[Ctrl]-click (Mac) the automation subtrack in the Track list and choose
“Select All Events” from the context menu.

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13 – 312 Automation
Removing automation events
There are several ways to remove event points:
• By selecting points and pressing [Backspace] or [Delete] or selecting
Delete from the Edit menu.
• By clicking on a point with the Eraser tool.

• By selecting a range (with the Range Selection tool), and pressing


[Backspace] or [Delete] or selecting Delete from the Edit menu.
• By clicking in the parameter display on a subtrack and selecting “Re-
move Parameter” from the pop-up.
This will remove all automation events from the subtrack, and the subtrack will be closed.
Editing automation events
Automation events can be edited much like other events. You can use
cut, copy and paste, you can group and nudge events etc. There are
however four items on the Edit menu that are not applicable to auto-
mation events. These are:
• Split at Cursor
• Split Loop
• Move to Front
• Move to Back

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Automation 13 – 313
Editing automation events in the Project Browser
You can also edit automation events in the Project Browser. Proceed
as follows:
1. Open the Project Browser by selecting it from the Project menu.
The Browser window opens. The window is divided into two sections, the Structure
list to the left, and the event display to the right.

2. Click on the “+” sign for a track in the structure list.


Automated tracks have two subitems: Track Data and Automation. The Automation
item corresponds to the automation subtrack in the Project window, and contains the
track’s automation events.

3. Click on the plus sign for the Automation item.


All automated parameters for the track are shown in the structure list.

4. Clicking on a parameter in the structure list brings up the automation


events in the event display.

The following parameters are available for all automation subtracks:

Parameter Description

Position The position of the automation event.

Value The value (0.000 to 1.000) of the automation event.

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13 – 314 Automation
Tips and common methods
There are no hard and fast rules when it comes to describing which au-
tomation method you should use. You can for example never even open
an automation subtrack, and stick with write automation throughout a
project. Or you can stick to drawing automation curves to automate
settings in a project. Both methods have their advantages, but it is of
course up to you to decide what to use and when.

• Editing curves on automation subtracks offers a graphical overview in


relation to the track contents and the time position.
This makes it easy to quickly change parameter values at specific points, without hav-
ing to activate playback. For example, this method gives you a good overview if you
have a voice-over or a dialog on one track and a music bed on another track, the level
of which needs to be lowered with a specific amount every time the dialog occurs.

• By using write automation in the mixer you don’t have to manually se-
lect parameter subtracks from the Add Parameter list.
You can work much like you would using a “real” physical mixer. Every action you per-
form is automatically recorded on subtracks which you can later open for viewing and
editing of the parameters you changed.
These are just two examples of advantages for each method. Generally,
editing curves and using write automation are two methods that com-
plement each other, and depending on the nature of your projects you
will probably work out what method works best for a given situation.

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Automation 13 – 315
Options and Settings
About the Automation Reduction Level preference
This item can be found on the Editing page in the Preferences dialog.
Automation reduction reduces the number of automation events after
you have used write automation or added automation events manually.
When you write (or draw with the Pencil tool) automation events, these
are added as a continuous stream of densely packed events. This is
necessary because the program cannot “guess” what you will be doing
next! However, when you are done, the reduction function will remove
all superfluous event points and the automation curve now contains
only the event points necessary to reproduce your actions.
For example, all event points that might exist between two other
points, but do not deviate from the curve, will be automatically re-
moved by reduction.

If you try to add an event that doesn’t deviate from the existing curve between two
existing points...

...it will be removed when the mouse is released. If you moved the selected event by
any amount so that the resulting curve isn’t a straight line, the event would of course
be added.

• If you feel you need a lower (or higher) reduction level of events than
the default setting of roughly 75% reduction, you can change it, but
normally the default setting works well.

• A minimum reduction level setting is not recommended as this will


simply retain a lot of unnecessary events.

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13 – 316 Automation
14
Remote controlling the mixer
About this chapter
It is possible to control the Nuendo mixer via MIDI. A large number of
MIDI control devices are supported. This chapter describes how to
set up Nuendo for remote control.

• For specific information about the supported remote control devices,


see the separate “Remote Control Devices” pdf document.

• There is also a Generic Remote Device, allowing you to use any MIDI
controller to remote control Nuendo.
How to set this up is described on page 322.

Setting Up
Connecting the remote device
Connect the MIDI Out on the remote unit to a MIDI In on your MIDI in-
terface. Depending on the remote unit model, you may also need to
connect a MIDI Out on the interface to a MIDI In on the remote unit
(this is necessary if the remote unit features “feedback devices” such
as indicators, motorized faders, etc.
If you will be recording MIDI tracks, you don’t want any MIDI data from
the remote unit to accidentally be recorded as well. To avoid this, you
should also make the following setting:
1. Open the Device Setup dialog from the Devices menu.
2. Select “All MIDI Inputs” in the list to the left.
3. Check the list to the right and locate the MIDI input to which you have
connected the MIDI remote unit.
4. Click in the “Active” column for that input to set it to “No”.
5. Click OK to close the Device Setup dialog.
Now you have removed the remote unit input from the “All MIDI Inputs”
group. This means that you can record MIDI tracks with the “All MIDI
Inputs” port selected without risking to record the data from the remote
unit at the same time.

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14 – 318 Remote controlling the mixer
Selecting a remote device
1. Pull down the Devices menu and select Device Setup.
A dialog window opens with a list of devices shown in the left part of the window.

2. If you can’t find the remote device you are looking for, click on the
Add/Remove tab and select it from the Device Classes list.
Click “Add” to add it to the Devices list.

• Note that it is possible to select more than one remote device of the
same type.
If you have more than one remote device of the same type, these will be numbered in
the Devices list.

3. Now click the Setup tab and select your MIDI control device model
from the Devices list.
Depending on the selected device, either a list of programmable function commands
or a blank panel is shown in the right half of the dialog window.

A JL Cooper MCS-3000 selected as remote control device.

4. Select the correct MIDI input from the pop-up menu.


5. If necessary, select the correct MIDI output from the pop-up menu.

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Remote controlling the mixer 14 – 319
6. Click OK to close the dialog.
You can now use the MIDI control device to move faders and knobs, activate Mute and
Solo, etc. The exact parameter configuration depends on which external MIDI control
device you are using.

Operations
Writing automation using remote controls
Automating the mixer using a remote control device is basically done in
the same way as when you operate on-screen controls in Write mode.
However, when it comes to replacing existing automation data, there is
one important difference:

• If you activate Write mode and move a control on the remote control
device, all data for the corresponding parameter is replaced from the
position where you moved the control, up until the position where
playback is stopped!
In other words, as soon as you have moved a control in Write mode, it remains “active”
until you stop playback. The reason for this is explained below.
As a consequence, an additional precaution must be taken:

• Make sure you move only the controller you want to replace!
In order to replace existing automation data for a control, the computer
needs to know how long the user actually “grabbed” or used the con-
trol. When doing this “on screen”, the program simply detects when the
mouse button is pressed and released. When you are using an external
remote control device, however, there is no mouse button involved, and
Nuendo cannot tell whether you “grab and hold” a fader, or simply move
it and release it. Instead, you have to indicate that you have “released”
the control by stopping playback.

❐ The above does not apply to the JLCooper MCS 3000 device. This device
has touch sensitive faders, which means that it stops writing as soon as
you release the fader.

❐ This is only relevant when you are using a remote control device and
Write mode is activated in the mixer.

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14 – 320 Remote controlling the mixer
Assigning remote key commands
For some of the supported remote devices, you can assign any Nuendo
function (that can be assigned a key command) to generic buttons,
wheels or other controls. As of this writing, these devices are:
• JL Cooper MCS 3000
• JL Cooper CS-10
• CM Automation Motor Mix
Proceed as follows:
1. Open the Device Setup dialog and select one of the remote devices
that support this feature.
On the right side of the window there are three columns. This is where you assign
commands.

2. Use the “Button” column to locate a Remote device control or button


to which you wish to assign a Nuendo function.
3. Click in the “Category” column for the control, and select one of the
Nuendo function categories from the pop-up menu that appears.
4. Click in the “Command” column, and select the desired Nuendo func-
tion from the pop-up menu that appears.
The available items on the pop-up menu depend on the selected category.

5. Click “Apply” when you are done.


The selected function is now assigned to the button or control on the
remote device.

A note about remote controlling MIDI tracks


While most remote control devices will be able to control both MIDI
and audio channels in Nuendo, the parameter setup may be different.
For example, audio-specific controls (such as EQ) will be disregarded
when controlling MIDI channels.

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Remote controlling the mixer 14 – 321
The Generic Remote device
If you have a generic MIDI controller, you can use this for remote con-
trol of Nuendo by setting up the Generic Remote device:
1. Open the Device Setup dialog on the Devices menu.
If the Generic Remote device isn’t on the Devices list, you need to add it:

2. Click the “Add/Remove” tab and select the “Generic Remote” device
in the list to the right.
3. Click the Add button.

• When the Generic Remote device is added in the Device Setup dia-
log, you can open the Remote Status window by selecting “Generic
Remote” from the Devices menu.

The Remote Status window

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14 – 322 Remote controlling the mixer
4. Click the Setup tab and select the Generic Remote device in the
Devices list to the left.
The settings for the Generic Remote device are displayed, allowing you to specify
which control on your device should control which parameter in Nuendo.

5. Use the MIDI Input and Output pop-up menus to select the MIDI
Port(s) to which your remote device is connected.
6. Use the pop-up menu to the right to select a bank.
The concept of banks is based on the simple fact that most MIDI devices can control a
limited number of channels at a time (often 8 or 16). For example, if your MIDI control
device has 16 volume faders, and you are using 32 mixer channels in Nuendo, you
would need two banks of 16 channels each. When the first bank is selected you con-
trol channel 1 to 16; when the second Bank is selected you control channel 17 to 32.
Since you can control Transport functions as well, you may need several banks.

7. Set up the upper table according to the controls on your MIDI control
device.

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Remote controlling the mixer 14 – 323
The columns have the following functionality:

Column Description

Control Name Double clicking this field allows you to enter a descriptive name for the
control (typically a name written on the console). This name is automati-
cally reflected in the Control Name column in the lower table.

MIDI Status Clicking in this column pulls down a pop-up menu, allowing you to spec-
ify the type of MIDI message sent by the control. The options are Con-
troller, Program Change, Note On, Note Off, Aftertouch and Polyphonic
Pressure. Also available are Continuous Control NRPN and RPN, a way
to extend the available control messages. The “Ctrl JLCooper” option is
a special version of a Continuous Controller where the 3rd byte of a
MIDI message is used as address instead of the 2nd byte (a method
supported by various JL-Cooper remote devices).

MIDI Channel Clicking in this column pulls down a pop-up menu, allowing you to se-
lect the MIDI channel on which the controller is transmitted.

Address The Continuous Controller number, the pitch of a note or the address of
a NRPN/RPN Continuous Controller.

Max. Value The maximum value the control will transmit. This value is used by the
program to “scale” the value range of the MIDI controller to the value
range of the program parameter.

Flags Clicking in this column pulls down a pop-up menu, allowing you to acti-
vate or deactivate three flags:
• Receive – activate this if the MIDI message should be processed on
reception.
• Transmit – activate this if a MIDI message should be transmitted
when the corresponding value in the program changes.
• Relative – activate this if the control is an “endless” dial, which re-
ports the number of turns instead of an absolute value.

• If you find that the upper table holds too many or too few controls, you
can add or remove controls with the Add and Delete buttons to the
right of the upper table.

• If you are uncertain of which MIDI message a certain controller sends,


you can use the Learn function:
Select the control in the upper table (by clicking in the Control Name column), move
the corresponding control on your MIDI device and click the Learn button to the right
of the table. The MIDI Status, MIDI Channel and Address values are automatically set
to those of the moved control.

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14 – 324 Remote controlling the mixer
8. Use the lower table to specify which Nuendo parameters you want to
control.
Each row in the table is associated to the controller in the corresponding row in the up-
per table (as indicated by the Control Name column). The other columns have the fol-
lowing functionality:

Column Description

Device Clicking in this column pulls down a pop-up menu, used for determining
which device in Nuendo should be controlled. The special option “Com-
mand” allows you to perform certain command actions by remote con-
trol. One example of this is the selection of remote banks.
If you have a Yamaha DSP Factory card installed (Windows version
only), this will also appear as an option on the Device pop-up menu.

Channel/ This is where you select the channel to be controlled or, if the “Com-
Category mand” Device option is selected, the Command category.

Value/Action Clicking in this column pulls down a pop-up menu, allowing you to select
the parameter of the channel to be controlled (typically, if the “VST Mixer”
Device option is selected you can choose between volume, pan, send
levels, EQ, etc.).
If the “Command” Device option is selected, this is where you specify
the “Action” of the category.

Flags Clicking in this column pulls down a pop-up menu, allowing you to acti-
vate or deactivate three flags:
• Push Button – When activated, the parameter is only changed if the
received MIDI message shows a value unequal to 0.
• Toggle – When activated, the parameter value is switched between
minimum and maximum value each time a MIDI message is received.
The combination of Push Button and Toggle is useful for remote con-
trols which do not latch the state of a button. One example is control-
ling mute status with a device on which pressing the Mute button
turns it on, and releasing the Mute button turns it off. If Push Button
and Toggle are activated, the Mute status will change between on
and off whenever the button is pressed on the console.
• Not Automated – When activated, the parameter will not be automated.

9. If needed, select another bank and make settings for this.


Note that you only need to make settings in the lower table for this – the upper table is
already set up according to the MIDI remote device.

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Remote controlling the mixer 14 – 325
• If you need, you can add banks by clicking the Add button below the
Bank pop-up.
Clicking the Rename button allows you to assign a new name to the currently selected
bank, and you can remove an unneeded bank by selecting it and clicking the Delete
button.

10.When you are finished, close the Generic Remote Setup window.
Now, you can control the specified Nuendo parameters from the MIDI remote device.
To select another bank, use the pop-up menu in the Remote Status window (or use a
control on the MIDI remote device, if you have assigned one for this).

Importing and Exporting Remote Setups


The Export button in the upper right corner of the Generic Remote
Setup window allows you to export the current setup, including the
Control configuration (the upper table) and all banks. The setup is
saved as a file (with the Windows file extension “.xml”). Clicking the
Import button allows you to import saved Remote Setup files.
• The last imported or exported Remote Setup will automatically be
loaded when the program starts or the Generic Remote control is
added in the Device Setup dialog.

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14 – 326 Remote controlling the mixer
15
Audio processing and functions
Background
Audio processing in Nuendo can be called “non-destructive”, in the
sense that you can always undo changes or revert to the original ver-
sions. This is possible because processing affects audio clips rather
than the actual audio files, and because audio clips can refer to more
than one audio file. This is how it works:
1. If you process an event or a selection range, a new audio file is created
in the Edits folder, within your project folder.
This new file contains the processed audio, while the original file is unaffected.
2. The processed section of the audio clip (the section corresponding to
the event or selection range) is then made to refer to the new, pro-
cessed audio file.
The other sections of the clip will still refer to the original file.
This event plays a section of this clip... ...which refers to this audio file.

After processing the event...

...the clip will refer both to the original file and a


new file, containing the processed section only.

• Since all edits are available as separate files, it is possible to undo any
processing, at any point and in any order!
This is done in the Offline Process History dialog, as described on page 354.
• Furthermore, the original, unprocessed audio file can still be used by
other clips in the project, by other projects or by other applications.

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15 – 328 Audio processing and functions
Audio processing
Basically, you apply processing by making a selection and selecting a
function from the Process submenu on the Audio menu. Processing is
applied according to the following rules:
• Selecting events in the Project window or the Audio Part Editor will apply pro-
cessing to the selected events only.
Processing will only affect the clip sections that are referenced by the events.
• Selecting an audio clip in the Pool will apply processing to the whole clip.
• Making a selection range will apply processing to the selected range only.
Other sections of the clip are not affected.
If you attempt to process an event that is a shared copy (i.e. the event
refers to a clip that is used by other events in the project), you are
asked whether you want to create a new version of the clip or not.

Select “New Version” if you want the processing to affect the selected event only.
Select “Continue” if you want the processing to affect all shared copies.

• If you activate the “Do not show this message again” option, any and all
further processing you do will conform to the selected method (“Continue”
or ”New Version”).
You can change this setting at any time by using the “On Processing Shared Clips”
pop-up menu in the Preferences dialog (Audio page).

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Audio processing and functions 15 – 329
Common settings and features
If there are any settings for the selected Audio processing function,
these will appear when you select the function from the Process sub-
menu. While most settings are specific for the function, some features
and settings work in the same way for several functions:

The “More...” button


If the dialog has a lot of settings, some options may be hidden when
the dialog appears. To reveal these, click the “More...” button.

To hide the settings, click the button again (now labeled “Less...”).

The Preview, Process and Cancel buttons


These buttons have the following functionality:
Button Description

Preview Allows you to listen to the result of the processing with the current set-
tings. Playback will continue repeatedly until you click the button again
(the button is labeled “Stop” during Preview playback). You can make ad-
justments during Preview playback, but the changes are not applied until
the start of the next “lap”. Some changes may automatically restart the
Preview playback from the beginning.

Process Performs the processing and closes the dialog.

Cancel Closes the dialog without processing.

Pre/post crossfade
Some processing functions allow you to gradually mix the effect in or
out. This is done with the pre and post crossfade parameters. If you
activate Pre-crossfade and specify a value of e.g. 1000 ms, the pro-
cessing will be applied gradually from the start of selection, reaching
full effect 1000 ms after the start. Similarly, if you activate post-cross-
fade, the processing will gradually be removed, starting at the speci-
fied interval before the end of the selection.

❐ The sum of the pre- and post-crossfade times cannot be larger than the
length of the selection.

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15 – 330 Audio processing and functions
Acoustic Stamp

The Acoustic Stamp function is a convolution tool, which allows you


to apply room characteristics (reverb) to the audio. This is done by
processing the audio signal according to an impulse response – gen-
erally a stereo or mono recording of a very short signal (the impulse) in
a room or other location. As a result, the processed audio will sound
as if it were played in the same location.

❐ This function requires a lot of processing power, especially when using


the Preview function. If you are working with long impulse response files
or stereo files, you may find that Preview playback stutters or stops. In
that case, it’s better to process the material, listen to the result and mod-
ify it in the Offline Process History (see page 354) if necessary.

The dialog contains the following settings:

Impulse and Envelope display


This display shows the loaded impulse response (in white) and the
Envelope (in red). You can zoom in vertically on the impulse response
using the slider to the right of the display (this can be useful since im-
pulse responses typically are very weak). Zooming does not affect the
processing in any way.

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Audio processing and functions 15 – 331
Load Impulse button
Clicking the “Load Impulse” button allows you to load an impulse re-
sponse file from disk. These are ordinary wave or aiff audio files, with a
maximum duration of 12 seconds. The name of the currently loaded
impulse response file is shown above the display.
• A number of demonstration impulse response files are included in the
Nuendo program folder.
For proper use of the Acoustic Stamp function, we recommend that you acquire files
from a professional impulse response library.

Play Impulse button


Plays back the currently loaded impulse response.

Channel selector
If the currently loaded impulse response is a stereo file, this pop-up
menu allows you to select whether the left channel, right channel or
both (stereo) should be used for the convolution process.

Envelope controls
The five sliders below the display are used for setting up the “reverb
envelope”, that is, a gain curve modifying how the impulse response is
applied over time, and thereby the reverb character. These settings
are reflected in the red Envelope display above. The sliders have the
following functionality:
Parameter Description
First Reflections A level control for the first section of the reverb (the length of which
is set with the next parameter, see below). Usually, this governs the
volume of the first reflection(s) of the reverb.
First Ref. Length This determines the length of the First Reflections section (the level
of which is controlled by the previous parameter). Usually you would
want to set this so that it includes the first reflection in the impulse
response (normally about 5% of the total length).
After Hall A level control for the end section of the reverb (the section after the
First Reflections, see above).
Reverb Length Governs the reverb time, in milliseconds.
Gain Allows you to adjust the gain of the impulse response. This may be
necessary for optimal results, since different impulse response files
may be recorded at different levels.

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15 – 332 Audio processing and functions
Filter controls
The three sliders to the right allow you to tailor the tonal character of
the processed sound. In essence, this is a graphic equalizer with three
broad bands: the LPF slider governs the low frequency content, the
BPF governs the midrange and the HPF governs the high frequency
content.

• Setting a slider to 100% means that the corresponding filter is “fully


open”.
When all three sliders are set to 100%, the processed audio is not filtered at all.

Reset button
Sets all parameters in the upper section of the dialog to their default
values.

Wet/Dry Mix
These two sliders allow you to specify the balance between wet (pro-
cessed) and dry (original) signal in the resulting Clip.
Normally the two sliders are “reverse-ganged”, so that raising the Wet
mix slider lowers the Dry mix slider by the same amount. However, if
you press [Alt] (Windows) or [Option] (Mac) and drag a slider, you
can move it independently. This allows you to set e.g. 80% dry and
80% wet signal. Be careful to avoid distortion.

Tail
This parameter allows you to “add space” after the original audio sec-
tion, to avoid that the reverb tail is cut off. When the checkbox is acti-
vated, you can specify a tail length using the slider. The tail time is
included when playing back with the Preview function, allowing you to
find the appropriate tail length. A good value would be the Reverb
Length value, displayed in ms to the right of the Reverb Length para-
meter.

Pre- and Post-Crossfade


See page 330.

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Audio processing and functions 15 – 333
Envelope

The Envelope function allows you to apply a volume envelope to the


selected audio. The dialog contains the following settings:

Curve Kind buttons


These determine whether the envelope curve should consist of spline
curve segments (left button) or linear segments (right button).

Fade display
Shows the shape of the envelope curve. The resulting waveform
shape is shown in dark grey, with the current waveform shape in light
grey. You can click on the curve to add points, and click and drag ex-
isting points to change the shape. To remove a point from the curve,
drag it outside the display.

Presets
If you have set up an envelope curve that you may want to apply to other
events or clips, you can store it as a Preset by clicking the Store button.

• To apply a stored Preset, select it from the pop-up menu.

• To rename the selected Preset, double click on the name and type a
new one in the dialog that appears.

• To remove a stored Preset, select it from the pop-up menu and click
Remove.

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15 – 334 Audio processing and functions
Fade In and Fade Out
These function are described in the chapter “Fades and crossfades”
(see page 162).

Gain

Allows you to change the gain (level) of the selected audio. The dialog
contains the following settings:

Gain
This is where you set the desired gain, between -50 and +20dB. The
setting is also indicated below the Gain display as a percentage.

Clip detection text


If you use the Preview function before applying the processing, the
text below the slider indicates whether the current settings result in
clipping (audio levels above 0 dB). If that is the case, lower the Gain
value and use the Preview function again.
• If you want to increase the level of the audio as much as possible with-
out causing clipping, you should use the Normalize function instead
(see page 338).

Pre- and Post-Crossfade


See page 330.

NUENDO
Audio processing and functions 15 – 335
Merge Clipboard

This functions mixes the audio from the clipboard into the audio
selected for processing, starting at the beginning of the selection.

❐ For this function to be available, you need to have Cut or Copied a range
of audio in the Sample Editor first.

The dialog contains the following settings:

Sources mix
Allows you to specify a mix ratio between the Original (the audio se-
lected for processing) and the Copy (the audio on the clipboard).

Pre- and Post-Crossfade


See page 330.

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15 – 336 Audio processing and functions
Noise Gate

Scans the audio for sections weaker than a specified threshold level,
and replaces them with silence. The dialog contains the following
settings:

Threshold
The level below which you want audio to be silenced. Levels below
this value will close the gate.

Attack Time
The time it takes for the gate to open fully after the audio level has ex-
ceeded the threshold level.

Min. Opening Time


This is the shortest time the gate will remain open. If you find that the
gate opens and closes too often when processing material that varies
rapidly in level, you should try raising this value.

Release Time
The time it takes for the gate to close fully after the audio level has
dropped below the threshold level.

Linked Channels
This is available for stereo audio only. When it is activated, the Noise
Gate is opened for both channels as soon as one or both channels ex-
ceed the Threshold level. When Linked Channels is deactivated, the
Noise Gate works independently for the left and right channel.

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Dry/Wet mix
Allows you to specify a mix ratio between “dry” and processed sound.

Pre- and Post-Crossfade


See page 330.

Normalize

The Normalize function allows you to specify the desired maximum level
of the audio. It then analyzes the selected audio and finds the current
maximum level. Finally it subtracts the current maximum level from the
specified level, and raises the gain of the audio by the resulting amount
(if the specified maximum level is lower than the current maximum, the
gain will be lowered instead). A common use for Normalizing is to raise
the level of audio that was recorded at too low an input level. The dialog
contains the following settings:

Maximum
The desired maximum level for the audio, between -50 and 0dB. The
setting is also indicated below the Gain display as a percentage.

Pre- and Post-Crossfade


See page 330.

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Phase Reverse
Reverses the phase of the selected audio, turning the waveform “up-
side down”. The dialog contains the following settings:

Phase Reverse on
When processing stereo audio, this pop-up menu allows you to spec-
ify which channel(s) should be phase reversed.

Pre- and Post-Crossfade


See page 330.

Pitch Shift

This function allows you to change the pitch of the audio with or with-
out affecting its length. You can also create “harmonies” by specifying
several pitches, or apply pitch shift based on a user specified enve-
lope curve.

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Audio processing and functions 15 – 339
When the “Transpose” tab is selected, the dialog contains the follow-
ing parameters:

Keyboard display
This offers a way to specify the transpose interval in semitones, and
gives a graphic overview of the transposition setting.

• The “root note” is indicated in red.


This has nothing to do with the actual key or pitch of the original audio, it just provides
a way to display transpose intervals. If you like, you can change the root note by using
the settings to the right below the keyboard display, or by pressing [Alt]/[Option] and
clicking in the keyboard display.

• To specify a transpose interval, click on one of the keys.


The key is indicated in blue, and the program plays test tones in the base pitch and
transpose pitch, to give you an audible confirmation.

• If “Multi Shift” is activated (see below), you can click on several keys
to create “chords”.
Clicking on a blue (activated) key removes it.

Transpose settings
The “Semitones” and “Fine tune” settings allow you to specify the
amount of pitch shift. You can transpose the audio ±16 semitones,
and fine tune it by ±200 cents (hundredths of semitones).

Volume
Allows you to lower the volume of the pitch shifted sound.

Multi Shift
When this is activated, you can add more than one transpose value,
creating multi-part harmonies. This is done by adding intervals in the
keyboard display, as described above.

• If the intervals you add make up a standard chord, this chord is dis-
played to the right.
Note however, that to include the base pitch (the original, untransposed sound) in the
processed result, you need to click the base key in the keyboard display as well, so
that it is displayed in blue.

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Listen Key/Chord button
Clicking this button plays a test tone, pitched according to the acti-
vated interval key on the keyboard display. If “Multi Shift” is activated,
this button is called “Listen Chord”, and plays all activated intervals, as
a chord.

Pitch Shift Base


This allows you to set the root note (the red key in the keyboard dis-
play). This has no actual relation to the pitch of the audio material, but
should be viewed as an aid for easily setting up intervals and chords.

Accuracy
Set this parameter according to whether the rhythmic feel of the audio
material has a high priority or not. If you set this to a high value (drag
the slider to the right), the timing and rhythmic feel will be preserved
as accurately as possible. If you set it to a low value, the tonal quality
gets priority, allowing slight changes in timing. This parameter is not
available if the MPEX algorithm is used.

Algorithm
Allows you to select one of four pitch shift algorithms: Mode 1, Mode2,
Advanced and MPEX (see below). The resulting audio quality is pro-
gressively higher, and the processing time longer from Mode 1 through
to MPEX. Mode 1 and 2 are quicker and give lower audio quality while
Advanced and MPEX are slower and give higher audio quality.
• About the MPEX mode:
This mode is based on Prosoniq's proprietary MPEX (Minimum Perceived Loss Time
Compression/Expansion) algorithm. This algorithm (which is also used in Prosoniq’s
TimeFactory™ application) uses an artificial neural network for time series prediction in
the scale space domain to achieve high end time and pitch scaling. This gives the best
possible audio quality result.
Note that the Accuracy parameter isn’t available in MPEX mode. Furthermore, you
should not use the Preview function in MPEX mode, since the MPEX algorithm isn’t
designed for real time processing.

Formant Mode
If you are processing vocal material, you should activate this option in
order to preserve the vocal characteristics of the pitch shifted audio.

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Time Correction
When this is activated, the pitch shift process will not affect the length
of the audio. When this is deactivated, raising the pitch will shorten the
audio section and vice versa, much like changing the playback speed
on a tape recorder.

Using envelope based Pitch Shift

When the “Envelope” tab is selected, you can specify an envelope


curve on which the pitch shift should be based. This allows you to cre-
ate pitch bend effects, pitch shift different sections of the audio by dif-
ferent amounts, etc.

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Envelope display
Shows the shape of the envelope curve, over the waveform image of
the audio selected for processing. Envelope curve points above the
center line indicate positive pitch shift, while curve points below the
center line indicate negative pitch shift. Initially, the envelope curve will
be a horizontal, centered line, indicating zero pitch shift.

• You can click on the curve to add points, and click and drag existing
points to change the shape. To remove a point from the curve, drag it
outside the display.

Curve Kind
These buttons determine whether the envelope curve should consist
of spline curve segments (left button) or linear segments (right button).

Spline curve segment envelope.

The same envelope with linear segments selected.

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Range
This parameter determines the vertical pitch range of the envelope. If
set to “4”, moving a curve point to the top of the display corresponds
to pitch shifting by + 4 semitones. The maximum range is +/- 16
Semitones.

Transpose and Fine Tune


Allows you to adjust the value of a curve point numerically:
1. Click on a curve point to select it.
The selected point is shown in red.

2. Adjust the Transpose and Fine Tune parameters to change the pitch
of the curve point in semitones and cents, respectively.

Pitch Shift Mode


These are the same parameters as on the Transpose tab, see page 341.

Example
Let’s say that you wish to create a pitch bend effect, so that the pitch is
raised linearly by exactly 2 semitones in a specific part of the selected
audio.
1. Remove all curve points by clicking the Reset button.
2. Select a linear curve by clicking the right Curve Kind button.
3. Create a point where you want the pitch bend to start by clicking on
the envelope line.
Since this is the starting point for the pitch bend, you want its pitch to be zero (the enve-
lope line should still be straight). If necessary, use the Fine Tune parameter to set the
curve point to 0 cents, because this point governs the start point, where you want the
pitch transition to begin.

4. Create a new curve point at the horizontal position where you want
the pitch bend to reach the full value.
This curve point determines the rise time of the pitch bend effect, i.e. the further away
from the starting point the new point is positioned, the longer it will take for the pitch
bend to reach the full value, and vice versa.

5. Make sure the Range parameter is set to 2 semitones or higher.

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15 – 344 Audio processing and functions
6. With the second point still selected, use the Transpose and Fine Tune
parameters to set the pitch to exactly 2 semitones.
7. Create a new curve point to set the duration of the pitch bend, i.e. the
time the pitch should remain transposed by 2 semitones.
8. Finally, create a point where you want the pitch bend to end.
You don’t need to create a new point if this should be the end of the audio file being
processed. There is always an end point at the right side of the waveform display.

9. If necessary, make additional settings in the Pitch Shift Mode section.


10.Click Process.
The pitch bend is applied according to the specified settings.

Remove DC Offset
This function will remove any DC offset in the audio selection. A DC
offset is when there is too large a DC (direct current) component in
the signal, sometimes visible as the signal not being visually centered
around the “zero level axis”. DC offsets do not affect what you actually
hear, but they affect zero crossing detection and certain processing,
and it is recommended that you remove them.

❐ It is recommended that this function is applied to complete audio clips,


since the DC offset (if any) is normally present throughout the entire re-
cording.

There are no parameters for this function. Note that you can check for
DC Offset in an audio clip using the Statistics function (see page 366).

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Resample

The Resample function can be used for changing the length, tempo
and pitch of an event.
The original sample rate of the event is listed in the dialog. Resample
the event to a higher or lower sample rate by either specifying a sam-
ple rate or by specifying the difference (in percentages) between the
original sample rate and the desired new one.
• Resampling to a higher sample rate will make the event longer and cause the
audio to play back at a slower speed with a lower pitch.
• Resampling to a lower sample rate will make the event shorter and cause the
audio to play back at a faster speed with a higher pitch.

• You can audition the result of the resampling by entering the desired
value and clicking “Preview”.
The event will then be played back as it will sound after the resampling.

• When you are satisfied with the preview result, click “Process” to
close the dialog and apply the processing.

Reverse
Reverses the audio selection, as when playing a tape backwards.
There are no parameters for this function.

Silence
Replaces the selection with silence. There are no parameters for this
function.

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Stereo Flip

This function works with stereo audio selections only. It allows you to
manipulate the left and right channel in various ways. The dialog con-
tains the following parameters:

Mode

This pop-up menu determines what the function does:


Option Description

Flip Left-Right Swaps the left and right channel.

Left to Stereo Copies the left channel sound to the right channel.

Right to Stereo Copies the right channel sound to the left channel.

Merge Merges both channels on each side, for mono sound.

Subtract Subtracts the left channel information from the right and vice
versa. This is typically used as a “Karaoke effect”, for removing
centered mono material from a stereo signal.

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Time Stretch

This function allows you to change the length and “tempo” of the se-
lected audio, without affecting the pitch. The dialog contains the fol-
lowing parameters:

Input section
This section contains information and settings regarding the “input”,
the audio selected for processing:
Parameter Description

Length in Samples The length of the selected audio, in samples.

Length in Seconds The length of the selected audio, in seconds.

Tempo in BPM If you are processing music, and know the actual tempo of the
audio, you can enter it here as beats per minute. This makes it
possible to time stretch the audio to another tempo, without hav-
ing to compute the actual time stretch amount.

Bars If you use the tempo setting, you need to specify the length of
the selected audio here, as bars, beats, 1/16-notes and ticks
(with 120 ticks per 1/16-note).

Time Signature If you use the tempo setting, you need to specify the time signa-
ture here.

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Output section
These settings are used if you want to stretch the audio to fit within a
specific time span or tempo. The values will change automatically if
you adjust the Timestretch amount (see below).
Parameter Description

Samples The desired length in samples.

Seconds The desired length in seconds.

BPM The desired tempo (beats per minute). For this to work, you have
to know the actual tempo of the audio, and specify this (along
with time signature and length in bars) in the Input section to the
left.

Range Allows you to specify the desired length as a range between


two time positions.

Set to Locators Clicking this button sets the Range values to the length of the
Range Cycle.

Timestretch
The Timestretch parameter determines the amount of timestretch, as
a percentage of the original length. If you use the settings in the Out-
put section to specify the amount of timestretch, this value will change
automatically.
The possible timestretch range depends on the “Effect” option:

• If the “Effect” checkbox is deactivated, the range is 75-125%.


This is the preferred mode if you want to preserve the character of the sound.

• If the “Effect” checkbox is activated, you can specify values between


10 and 1000%.
This mode is mainly useful for special effects, etc.

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Accuracy
Set this parameter according to whether the rhythmic feel of the audio
material has a high priority or not. If you set this to a high value (drag
the slider to the right), the timing and rhythmic feel will be preserved
as accurately as possible. If you set it to a low value, the tonal quality
gets priority, allowing slight changes in timing. This parameter is not
available if the MPEX algorithm is used.

Algorithm
Allows you to select one of five time stretch algorithms: Mode 1,
Mode 2, Advanced, MPEX and Drum mode. The resulting audio qual-
ity is progressively higher, and the processing time longer from Mode
1 through to MPEX. Mode 1 and 2 are quicker and give lower audio
quality while Advanced and MPEX are slower and give higher audio
quality.

• About the MPEX algorithm:


This mode is based on Prosoniq's proprietary MPEX (Minimum Perceived Loss Time
Compression/Expansion) algorithm. This algorithm (which is also used in Prosoniq’s
TimeFactory™ application) uses an artificial neural network for time series prediction in
the scale space domain to achieve high end time and pitch scaling. This gives the best
possible audio quality result.
Note that the Accuracy parameter isn’t available in MPEX mode. Furthermore, you
should not use the Preview function in MPEX mode, since the MPEX algorithm isn’t
designed for real time processing.

• Drum mode:
This is a special algorithm developed by Spectral Design, optimized for processing
rhythmic material. The Accuracy parameter and Preview function are not available in
Drum mode.

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Applying plug-ins
As described in the chapter “Audio effects”, you can add plug-in ef-
fects in real-time during playback. However, sometimes it’s useful to
“permanently” apply effects processing to one or several selected
events. This is done in the following way:
1. Make a selection in the Project window, the Pool or an editor.
Effects are applied according to the same rules as Processing (see page 330).

2. Select “Plug-ins” from the Audio menu.


3. Select the desired effect from the submenu that appears.
The Process Plug-in dialog appears.

About stereo and mono


If you are applying an effect to mono audio material, only the left side
of the effect’s stereo output will be applied.

The process plug-in dialog

The process plug-in dialog for the Chorus effect.

The upper section of the process plug-in dialog contains the actual
effect parameters of the selected plug-in. For details on the included
plug-ins’ parameters, see the separate “Audio Effects and VST Instru-
ments” pdf document.

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Audio processing and functions 15 – 351
The lower section of the dialog contains settings for the actual pro-
cessing. These are common to all plug-ins.

• If the lower section is hidden, click the “More...” button to display it.
Clicking the button again (now labeled “Less...”) will hide the lower section.
The following settings and functions are available in the common,
lower section of the dialog:

Wet mix/Dry mix


These two sliders allow you to specify the balance between wet (pro-
cessed) and dry (original) signal in the resulting clip.
Normally the two sliders are “reverse-ganged”, so that raising the Wet
mix slider lowers the Dry mix slider by the same amount. However, if
you press [Alt]/[Option] and drag a slider, you can move it indepen-
dently. This allows you to set e.g. 80% dry and 80% wet signal. Be
careful to avoid distortion.

Tail
This parameter is useful if you are applying an effect that adds material
after the end of original audio (such as reverb and delay effects). When
the checkbox is activated, you can specify a tail length using the slider.
The tail time is included when playing back with the Preview function,
allowing you to find the appropriate tail length.

Pre/Post Crossfade
These settings allow you to gradually mix the effect in or out. If you ac-
tivate Pre-Crossfade and specify a value of e.g. 1000 ms, the effect
will be applied gradually from the start of selection, reaching full effect
1000 ms after the start. Similarly, if you activate Post-Crossfade, the
processing will gradually be removed starting at the specified interval
before the end of the selection.

❐ The sum of the Pre- and Post-Crossfade times cannot be larger than the
length of the selection.

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Preview button
Allows you to listen to the result of the processing with the current
settings. Playback will continue repeatedly until you click the button
again (the button is labeled “Stop” during Preview playback). You can
change the effect settings during Preview playback if needed.

Process button
Applies the effect and closes the dialog.

Cancel button
Closes the dialog without applying the effect.

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The Offline Process History dialog
Procedures
If you find you want to remove some or all processing from a clip, this
can be done in the Offline Process History dialog. Processing that can
be modified in the Offline Process History dialog includes the functions
on the Process menu, any applied plug-in effects, and Sample Editor
operations such as Cut, Paste, Delete and drawing with the Pencil tool.

❐ Due to the clip-file relationship (see page 328), it is even possible to modify
or remove some processing “in the middle” of the Process History, while
keeping later processing! This feature depends on the type of processing
performed (see page 355).

Proceed as follows:
1. Select the clip in the Pool or one of its events in the Project window.
You can see which clips have been processed by checking the Status column in the
Pool – the waveform symbol indicates that processing or effects have been applied to
the clip (see page 355).

2. Select “Offline Process History...” from the Audio menu.


The Offline Process History dialog appears.

The left part of the dialog contains a list of all processing you have
added to the clip, with the most recent operations at the bottom of the
list. The “Start” and “Length” columns indicate which section of the
clip was affected by each operation. The “Status” column indicates if
the operation can be modified or removed.

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3. Locate the operation you want to edit and select it by clicking on it in
the list.

• To modify the settings of the selected processing, click the “Modify”


button.
This opens the dialog for the processing function or applied effect, allowing you to
change the settings. This works just as when you applied the processing or effect the
first time.

• To replace the selected operation with another processing function or


effect, select the desired function from the pop-up menu and click the
“Replace By” button.
If the selected function has settings, a dialog will appear as usual. The original opera-
tion will then be removed and the new processing will be inserted in the Offline Pro-
cess History.

• To remove the selected operation, click the “Remove” button.


The processing is removed from the clip.

• To undo the selected operation and remove the processing from the
clip click the “Deactivate” button.
The processing is removed from the clip, but the operation remains in the list. To redo
the operation and apply the processing again, click the button, now renamed to “Acti-
vate”, again.

• To save the list of processing operations as a Batch Process, click the


“Save As Batch” button.
See page 356 for information about Batch Processing.

4. Click “Close” to close the dialog.

Restrictions
• If there are no settings for the processing function, you can’t modify it.

• If you have applied processing that changes the length of the clip
(such as Cut, Insert or Time Stretch), you can only remove this if it is
the most recent processing in the Offline Process History (at the bot-
tom of the list in the dialog). If an operation can not be removed or
modified, this is indicated by an icon in the “Status” column. Also, the
corresponding buttons will be greyed out.

• The list must contain at least two processing operations in order to be


saved as a Batch Process (see page 356).

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Batch Processing
Nuendo features a Batch Processing function that lets you apply a chain
of audio processing to one or several events in one go – in either the
Project window or the Pool. Batch Processing is based on operations in
the Offline Process History dialog, described above. That is, the list of
applied processes in this dialog is what can be made to constitute a
batch process.
Batch Processing is therefore a convenient way to apply the same ef-
fects with the same settings to several audio events in a project.
It can also be used to “store” effect settings for future use. You may
for example have performed a series of elaborate audio processing
with a good result, and want to retain the particular combination and
settings of effects you applied, so that you may quickly and easily ap-
ply them again to other events in the future.
To set up a batch process, proceed as follows:
1. Apply the desired processing to an audio event or selection range in
the project.
Note that you must apply at least two audio processes in order to set up a batch pro-
cess.
From here, there are two ways to go:
2. Pull down the Audio menu, and from the Batch Processes submenu,
select “Create from Process History...”.
3. In the dialog that appears, type in a name for the batch process, and
click OK.

or...
4. Pull down the Audio menu and select “Offline Process History”.
The Offline Process History dialog opens. In this dialog you can modify settings or re-
move operations as desired (see page 354).

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5. In the Process History Dialog, click “Save As Batch”, and then type in
a name for the batch process in the dialog that appears and click OK.
Regardless of which of the above two methods you use, the batch
process is now saved and available for use:
6. In the Project window, select all the audio events you want to process.
You can also make a selection range that spans multiple tracks and batch process the
selection for all the audio events.

7. Pull down the Audio menu and open the Batch Processes submenu.
At the top of the menu you can now find the name of the batch process you created.
The menu will list the names of any batch processes you create, until you delete them
(see below).

8. Select the batch process you want to apply from the menu.
All the selected events will now be processed accordingly.

• Note that even if you clear the Offline Process History dialog of all the
operations that make up a batch process, this will not affect the saved
batch process. It will still contain and perform the operations on which it
was based when created.

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Managing Batch Processes
You can delete and rename created batch processes by selecting
“Manage...” from the Batch Processes submenu on the Audio menu.

In the dialog that appears, the created batch processes are listed in
the left column, and the operations each batch process contains are
listed in the right column.
If you want to remove a batch process or change its name, just select
it in the list and click “Delete” or “Rename”.

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Freeze Edits
The Freeze Edits function on the Audio menu allows you to make all
processing and applied effects permanent for a clip:
1. Select the clip in the Pool or one of its events in the Project window.
2. Select “Freeze Edits…” from the Audio menu.

• If there is only one edit version of the clip (no other clips refer to the
same audio file), the following dialog will appear:

If you select “Replace”, all edits will be applied to the original audio file (the one listed
in the clip’s Path column in the Pool). If you select “New File”, the Freeze Edits opera-
tion will create a new file in the Audio folder within the project folder (leaving the origi-
nal audio file unaffected).

• If the selected clip (or the clip played by the selected event) has sev-
eral edit versions (i.e. there are other clips referring to the same audio
file), the following alert will appear:

As you can see, you don’t have the option to Replace the original audio file in this case.
This is because that audio file is used by other clips. Select “New File” to have a new
file created in the Audio folder within the project folder.

❐ Now, the clip refers to a new, single audio file. If you open the Offline
Process History dialog for the clip, the list will be empty.

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Audio processing and functions 15 – 359
Detect Silence
The Detect Silence function on the Audio menu isn’t really a process-
ing function, since it doesn’t actually affect the audio clip. Instead, it
searches for silent sections in an event, and either splits the event, re-
moving the silent parts from the project, or creates regions correspond-
ing to the non-silent sections. Proceed as follows:
1. Select the event in the Project window or the Audio Part Editor.
You can select several events if you like, in which case you will be allowed to make
separate settings for each selected event.

2. Select “Detect Silence” from the Audio menu.


The Detect Silence dialog appears.

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15 – 360 Audio processing and functions
3. Adjust the settings in the area below the waveform display.
They have the following functionality:

Setting Description

Open Threshold When the audio level exceeds this value, the function will
“open”, i.e. let the sound through.
Set this low enough to open when a sound starts, but high
enough to remove unwanted noise during “silent” sections.

Close Threshold When the audio level drops below this value, the function will
“close”. This value cannot be higher than the Open Threshold
value.
Set this high enough to remove unwanted noise during “silent”
sections.

Linked If this checkbox is ticked, Open and Close Threshold will have
the same value.

Min. Opening Time Determines the minimum time that the function will remain
“open” after the audio level has exceeded the Open Threshold
value.
If the audio contains repeated short sounds, and you find that
this results in too many short “open” sections, try raising this
value.

Min. Closing Time Determines the minimum time that the function will remain
“closed” after the audio level has dropped below the Close
Threshold value.
Usually you would want to set this to a low value, to avoid re-
moving sounds.

Pre-Roll Allows you to have the function “open” slightly before the au-
dio level exceeds the Open Threshold value. In other words,
the start of each “open” section is moved to the left according
to the time you set here.
This is useful to avoid removing the attack of sounds.

Post-Roll Allows you to have the function “close” slightly after the audio
level drops below the Close Threshold value.
This is useful to avoid removing the natural decay of sounds.

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Audio processing and functions 15 – 361
4. Click the “Compute” button.
The audio event is analyzed, and the waveform display is redrawn to indicate which
sections will be considered “silent”, according to your settings.

• If you like, you can use the Preview function to listen to the result.
The event is played back repeatedly in its entire length, but with the “closed” sections
silenced.

5. Repeat steps 3 and 4 until you are satisfied with the result.
6. Select what you want the function to do, by activating either the “Add
as Regions” checkbox, the “Strip Silence” checkbox, or both.
“Add as Regions” will create regions according to the non-silent sections. “Strip Si-
lence” will split the event at the start and end of each non-silent section, and remove
the silent sections in between.

7. If you activated “Add as Regions”, you can specify a name for the Re-
gions in the Regions Name field.
In addition to the name, the regions will be numbered, starting with the number speci-
fied in the Auto Number Start field.

8. Click “Process”.
The event is split and/or regions are added.

The result of the “Strip Silence” option.

• If you selected more than one event in step 1 above, the dialog will ap-
pear again, allowing you to make separate settings for each selected
event.

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The Spectrum Analyzer
This function analyzes the selected audio, computes the average
“spectrum” (level distribution over the frequency range) and displays
this as a two-dimensional graph, with frequency on the x-axis and level
on the y-axis.
1. Make an audio selection (a clip, an event or a range selection).
2. Select “Spectrum Analyzer” from the Audio menu.
A dialog with settings for the analysis appears.

The default values are chosen to give good results in most situations,
but you can adjust the settings if you like:
Setting Description

Size in Samples The function divides the audio into “analysis blocks”, the size of
which is set here. The larger this value, the higher the frequency
resolution of the resulting spectrum.

Size of Overlap The overlap between each analysis block.

Window used Allows you to select which window type should be used for the
FFT (Fast Fourier Transform, the mathematical method used for
computing the spectrum).

Normalized values When this is activated, the resulting level values are scaled, so that
the highest level is displayed as “1” (0 dB).

From Stereo When analyzing stereo material, there is a pop-up menu with the
following options:
Mono mix – the stereo signal is mixed to mono before analyzing.
Mono left/right – the left or right channel signal is used for analysis.
Stereo – both channels are analyzed (two separate spectrums will
be displayed).

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Audio processing and functions 15 – 363
3. Click the “Process” button.
The spectrum is computed and displayed as a graph.

4. You can adjust the display with the settings in the display window:
Setting Description

dB When this is activated, the vertical axis shows dB values. When it is


deactivated, values between 0 and 1 are shown.

Freq. log When this is activated, frequencies (on the horizontal axis) are dis-
played on a logarithmic scale. When it is deactivated, the frequency
axis is linear.

Precision Indicates the frequency resolution of the graph. This value cannot
be changed here, but is governed by the Size in Samples setting in
the previous dialog.

Frequency/Note Allows you to select whether you want the frequencies to be dis-
played in Hertz or with note names.

Min. Sets the lowest frequency shown in the graph.

Max. Sets the highest frequency shown in the graph. By adjusting the Min
and Max values, you can take a closer look at a smaller frequency
range.

Active When this is activated, the next Spectrum Analysis will appear in the
same window. When deactivated, new Spectrum Analysis results
will appear in separate windows.

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5. If you move the mouse pointer over the graph, a crosshair cursor fol-
lows the graph curve and the display in the upper right corner shows
the frequency/note and level at the current position.
To compare the level between two frequencies, move the pointer to one of the fre-
quencies, right-click (Win) or [Ctrl]-click (Mac) once and move the pointer to the sec-
ond frequency. The delta value (the difference in level between the current position
and the right/[Ctrl]-click position) is displayed in the upper right corner (labeled “D”).

• If you analyzed stereo audio and selected the “Stereo” option in the
first dialog, the graphs for the left and right channel are superimposed
in the display, with the left channel graph in white and the right channel
graph in yellow.
The display in the upper right corner shows the values for the left channel – to see the
right channel values, hold down [Shift]. An “L” or “R” is displayed to indicate which chan-
nel values are shown.

6. You can leave the window open or close it by clicking the “Close”
button.
If you leave it open and the “Active” checkbox is ticked, the result of the next Spectrum
Analysis will be displayed in the same window.

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Statistics

The Statistics function on the Audio menu analyzes the selected audio
(events, clips or range selections) and displays a window with the fol-
lowing information:
Item Description

Min. Sample Value The lowest sample value in the selection, as a value between -1
and 1 and in dB.

Max. Sample Value The highest sample value in the selection, as a value between -1
and 1 and in dB.

Peak Amplitude The largest sample value (in absolute numbers) in the selection,
in dB.
DC Offset The amount of DC Offset (see page 345) in the selection, as a
percentage and in dB.

Estimated Resolution Even though an audio file is in 16 or 24 bits, it may have been
converted from a lower resolution. The Estimated Resolution
value makes an educated guess about the actual resolution of
the audio selection, by computing the smallest level difference
between two samples.

Sample Rate The sample rate of the audio selection.

Min. RMS Power The lowest loudness (RMS) measured in the selection.

Max. RMS Power The highest loudness (RMS) measured in the selection.

Average The average loudness over the whole selection.

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16
The Sample Editor
Background
The Sample Editor allows you to view and manipulate audio at the au-
dio clip level, by cutting and pasting, removing or drawing audio data
or applying effects. This editing can be called “non-destructive”, in the
sense that you can undo changes or revert to the original versions at
any point, using the Offline Process History.
For details, see the section about non-destructive processing on page
328 and the description of the Offline Process History on page 354.

Opening the Sample Editor


You open the Sample Editor by double clicking an audio event in the
Project window or the Audio Part Editor, or by double clicking an au-
dio clip in the Pool. You can have more than one Sample Editor open
at the same time.

• Note that double clicking on an audio part in the Project window will
open the Audio Part Editor, even if the part only contains a single audio
event.
See page 390.

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Window overview

The Elements menu

If you Right-click (Win) or [Ctrl]-click (Mac) in the Sample Editor to


bring up the Quick menu, you will find a sub menu called “Elements”.
By activating or deactivating options on this submenu, you can decide
what you want shown in the editor window. Some of these options are
also available as icons on the toolbar.

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The toolbar
The toolbar contains tools and various settings:
The Sample Editor tools Audition, Loop & Vol- Show Event Autoscroll
ume controls

Hitpoint edit Show info line Show regions

Hitpoint mode Start and end of current selection range

Snap to Zero Crossing Length of the current selection range

• You can customize the toolbar by right-clicking it (Win) or [Ctrl]-clicking


it (Mac) and using the pop-up menu to hide or show items.
Selecting Setup from the pop-up menu allows you to reorder sections
on the toolbar, store presets, etc. See page 712.

The thumbnail display

The thumbnail display provides an overview of the whole clip. The sec-
tion currently shown in the Sample Editor’s main waveform display is
indicated by a blue rectangle in the thumbnail, while the current selec-
tion range is shown in blue-grey.
• You can move the blue rectangle in the thumbnail to view other sections
of the clip.
Click in in the lower half of the rectangle and drag it to the left or right to move it.
• You can resize the blue rectangle (by dragging its left or right edge) to
zoom in or out, horizontally.
• You can define a new viewing area by clicking in the upper half of the
overview and dragging a rectangle with the pointer.

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The ruler
The Sample Editor ruler is located between the thumbnail and the
waveform display. It shows the timeline in the display format specified
in the Project Setup dialog (see page 97). If you like, you can select
an independent display format for the ruler by clicking on the arrow
button to the right of it and selecting an option from the pop-up menu
that appears (this affects the values in the info line too). For a list of
the display format options, see page 94.

The waveform display and the level scale

The waveform display shows the waveform image of the edited audio
clip – in the style selected in the Preferences dialog (Event Display–
Audio page), see page 103. To the left of it, a level scale can be
shown, indicating the amplitude of the audio.

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• When the level scale is shown, you can select whether the level
should be shown as a percentage or in dB.
This is done by right-clicking the level scale and selecting an option from the pop-up
menu that appears. This also allows you to hide the level scale.

• To display the level scale after hiding it, right-click (Win) or [Ctrl]-click
(Mac) to bring up the Quick menu and activate “Level Scale” on the
Elements submenu.
This submenu also allows you to select whether you want the zero axis and/or the half
level axis indicated in the waveform display.

Zero axis Half level axis

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The info line
Audio format and length Current selection range Zoom factor

Selected display format (for info line and ruler) Number of edits made to clip

The info line at the bottom of the window shows information about the
edited audio clip. You cannot edit the values on the info line.

• To hide or show the info line, click the Show Info button on the toolbar.

• Initially, length and position values are displayed in the format specified
in the Project Setup dialog (see page 97), but you can change this by
clicking in the middle field of the info line and selecting another display
format from a pop-up menu.
This selection affects the Sample Editor ruler as well.

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Operations
Zooming
Zooming in the Sample Editor is done according to the standard
zoom procedures, with the following special notes:
• The vertical zoom slider changes the vertical scale relative to the height
of the editor window, in a way similar to the waveform zooming in the
Project window (see page 99).
The vertical zoom will also be affected if you drag a rectangle with the Zoom tool and
the option “Zoom Tool Standard Mode” (Preferences - Editing dialog) is deactivated.

• The following options relevant to the Sample Editor are available on


the Zoom submenu on the Edit menu:
Option Description

Zoom In Zooms in one step, centering on the position cursor.

Zoom Out Zooms out one step, centering on the position cursor.

Zoom Full Zooms out so that the whole clip is visible in the editor.

Zoom to Selection Zooms in so that the current selection fills the screen.

Zoom to Event Zooms in so that the editor shows the section of the clip corre-
sponding to the edited audio event. This is not available if you
opened the Sample Editor from the Pool (in which case the
whole clip is opened for editing, not an event).

Zoom In/Out Vertical This is the same as using the vertical zoom slider (see above).

• You can also zoom by resizing the rectangle in the thumbnail display.
See page 370.
• The current zoom setting is shown in the info line, as a “samples per
screen pixel” value.
• Note that you can zoom in horizontally to a scale with less than one
sample per pixel!
This is required for drawing with the Pencil tool (see page 385).
• If you have zoomed in to one sample per pixel or less, the appearance
of the samples depend on the option “Interpolate Audio Images” in
the Preferences dialog (Event Display–Audio page).
If the option is deactivated, single sample values are drawn as “steps”. If the option is
activated they are interpolated to “curves” form.

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Auditioning
While you can use the regular play commands to play back audio
when the Sample Editor is open, it is often useful to listen to the ed-
ited material only. Below are two ways to do this.

• When auditioning, audio will be routed directly to the first output bus, by-
passing the audio channel’s settings, effects and EQs.

• You can adjust the auditioning level with the miniature level fader on the
toolbar.
This does not affect the regular playback level.

By using the Speaker tool


If you click somewhere in the waveform display with the Speaker tool
and keep the mouse button pressed, the clip will be played back from
the position at which you clicked. Playback will continue until you re-
lease the mouse button.

By using the Play icon

Clicking the Play icon on the toolbar plays back the edited audio, ac-
cording to the following rules:
• If you have made a selection, this selection will be played back.
• If there is no selection, but the option “Show Event” is activated (see page
386), the section of the clip corresponding to the event will be played back.
• If there is no selection, and “Show Event” is deactivated, the playback will
start at the cursor position (if the cursor is outside the display, the whole clip
is played back).
• If the Loop icon is activated, playback will continue repeatedly until you deacti-
vate the Play icon. Otherwise, the section will be played back once.

• Note that there is a separate Play button for auditioning Regions. See
page 383.

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Scrubbing

The Scrub tool allows you to locate positions in the audio by playing
back, forwards or backwards, at any speed:
1. Select the Scrub tool.
2. Click in the waveform display and keep the mouse button pressed.
The project cursor is moved to the position at which you click.

3. Drag to the left or right.


The project cursor follows the mouse pointer and the audio is played back. The speed
and pitch of the playback depends on how fast you move the pointer.

• You can adjust the response of the Scrub tool with the Scrub Response
(Speed) setting in the Preferences dialog (VST page).
There you will also find a separate Scrub Volume setting.

Adjusting the snap point


The snap point is a marker within an audio event (or clip – see below).
This is used as a reference position when you are moving events with
snap activated, so that the snap point is “magnetic” to whatever snap
positions you have selected.
By default, the snap point is set at the beginning of the audio event, but
often it is useful to move the snap point to a “relevant” position in the
event, such as a downbeat, etc.:
1. Activate the “Audio Event” option so that the event is displayed in the
editor.
2. Scroll so that the event is visible, and locate the “S” flag in the event.
If you haven’t adjusted this previously, it will be located at the beginning of the event.

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3. Click on the “S” flag and drag it to the desired position.

• If the Scrub tool is selected when you move the snap point, you will
hear the audio while dragging (just like when scrubbing).
This makes it easier to find the correct position.
You can also adjust the snap point by setting the project cursor:
1. Place the cursor at the desired position (intersecting the event).
You may want to do this by scrubbing, to spot the right position exactly.

2. Pull down the Audio menu and select “Snap Point To Cursor”.
The snap point will be set to the position of the cursor. This method can also be used
in the Project window and the Audio Part Editor.

• It is also possible to define a snap point for a clip (for which there is no
event yet).
To open a clip in the Sample Editor, double click it in the Pool (or drag it from the Pool
to the Sample Editor). After having set the snap point using the procedure described
above, you can insert the clip into the project from the Pool or the Sample Editor, tak-
ing the snap point position into account.

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Making selections
To select an audio section in the Sample Editor, you click and drag
with the Range Selection tool.

A selected
range

• If Snap to Zero Crossing is activated on the toolbar, the start and end
of the selection will always be at zero crossings (see page 387).

• You can resize the selection by dragging its left and right edge or by
[Shift]-clicking.

• The current selection is indicated to the right on the toolbar.


You can fine-tune the selection by changing these values numerically. Note that the
values are relative to the start of the clip, rather than to the project timeline.

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Using the Select submenu
The Select submenu on the Edit menu contains the following selection
functions:
Function Description

All Selects the whole clip.

None Selects no audio (the selection length is set to “0”).

In Loop Selects all audio between the left and right locator.

From Start to Cursor Selects all audio between the clip start and the project cursor.

From Cursor to End Selects all audio between the project cursor and the end of the
clip. For this to work, the project cursor must be within the clip
boundaries.

Select Event Selects the audio that is included in the edited event only. This is
not available if you opened the Sample Editor from the Pool (in
which case the whole clip is opened for editing, not an event).

Left Selection Side Moves the left side of the current selection range to the project
to Cursor cursor position. For this to work, the cursor must be within the
clip boundaries.

Right Selection Side Moves the right side of the current selection range to the project
to Cursor cursor position (or the end of the clip, if the cursor is to the right
of the clip).

Editing selection ranges


Selections in the Sample Editor can be manipulated in several ways.
Please note:

• If you attempt to edit an event that is a shared copy (i.e. the event re-
fers to a clip that is used by other events in the project), you are asked
whether you want to create a new version of the clip or not (if you ha-
ven’t made a “permanent” choice already – see below).
Select “New Version” if you want the editing to affect the selected event only. Select
“Continue” if you want the editing to affect all shared copies.
Note: If you activate the option “Do not show this message again” in the dialog, any
and all further editing you do will conform to the selected method (“Continue” or ”New
Version”). You can change this setting at any time with the “On Processing Shared
Clips” pop-up menu in the Preferences dialog (Audio page).

• Any changes to the clip will appear in the Offline Process History,
making it possible to undo them at a later point (see page 354).

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Cut, Copy and Paste
The Cut, Copy and Paste commands on the Edit menu work accord-
ing to the following rules:

• Selecting Copy copies the selection to the clipboard.

• Selecting Cut removes the selection from the clip and moves it to the
clipboard.
The section to the right of the selection is moved to the left to fill out the gap.

• Selecting Paste copies the data on the clipboard into the clip.
If there is a selection in the editor, this will be replaced by the pasted data. If there is no
selection (if the selection length is “0”), the pasted data will be inserted starting at the
selection line. The section to the right of the line will be moved to make room for the
pasted material.

The pasted data will be inserted at the selection line.

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Insert Silence
Selecting “Insert Silence” from the Range submenu on the Edit menu
will insert a silent section with the same length as the current selection,
at the selection start.

• The selection will not be replaced, but moved to the right to make room.
If you want to replace the selection, use the “Silence” function instead (see page 346).
Delete
Selecting Delete from the Edit menu (or pressing [Backspace]) re-
moves the selection from the clip. The section to the right of the selec-
tion is moved to the left to fill out the gap.
Processing
The functions on the Process submenu on the Audio menu can be
applied to selections in the Sample Editor, as can the effects on the
Plug-ins submenu. See the chapter “Audio processing and functions”.
Creating a new event from the selection
You can create a new event that plays only the selected range, using
the following method:
1. Make a selection range.
2. Press [Ctrl]/[Command] and drag the selection range to the desired
audio track in the Project window.

Creating a new clip or audio file from the selection


You can extract a selection from an event and either create a new clip
or a new audio file, in the following way:
1. Make a selection range.
2. Select “Bounce Selection” from the Audio menu.
A new clip is created and added to the Pool, and another Sample Ed-
itor window will open with the new clip. The new clip will refer to the
same audio file as the original clip, but will only contain the audio cor-
responding to the selection range.

• You can also use the Bounce Selection function to create new audio
files on disk from regions in the Pool – see page 440

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Working with regions
Regions are sections within a clip. One of the main uses for regions is
Cycle recording, in which the different “takes” are stored as regions
(see page 54). You can also use this feature for marking important
sections in the audio clip. Regions can be dragged into the Project
window from the Editor or the Pool, to create new audio events. You
can also export a region to disk as a new audio file, from the Pool.
Regions are best created, edited and managed in the Sample Editor:

Creating a region
1. Select the range you want to convert to a region.
2. Click the “Show Regions” icon on the toolbar, or activate the “Regions”
option on the Elements submenu on the Quick menu.
The regions list is displayed to the right in the Sample Editor window.

3. Click the Add region button above the Regions list (or select “Create
Region(s)” from the Audio menu).
A region is created, corresponding to the selected range.

4. To name the region, click on it in the list and type in a new name.
Regions can be renamed at any time, using this procedure.

• When a region is selected in the Regions list, it is instantly displayed


and selected in the Sample Editor.

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Editing regions
The region selected in the list is displayed in grey in the waveform dis-
play and thumbnail.

There are two ways to edit the start and end position of a region:

• Click and drag its start and end handles in the waveform display (with
any tool).
When you move the pointer over the handles, it will automatically change to an arrow
pointer, to indicate that you can drag the handles.

• Edit the Start and End positions numerically in the Regions list.
The positions are shown in the display format selected for the ruler and info line, but
are relative to the start of the audio clip, rather than the project timeline.

Auditioning regions
You can listen to a region by selecting it in the list and clicking the
Play Region button (above the list). The region will play back once or
repeatedly, depending on whether the Loop icon on the toolbar is ac-
tivated or not.

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Making selections from regions
If you select a region in the list and click the Select Region button
above, the corresponding section of the audio clip is selected (as if
you had selected it with the Range Selection tool). This is useful if you
want to apply processing to the region only, etc.

• Note that you can also double click a region in the Pool, to have its au-
dio clip open in the Sample Editor with the area of the region automat-
ically selected.

Creating new events from regions


You can create new audio events from regions, using the following
method:
1. Click in the Region’s leftmost column in the list and keep the mouse
button pressed.
2. Move the pointer to the desired audio track and position in the Project
window.
3. Release the mouse button.
A new event is created.

• You can also use the function “Events from Regions” for this (see
page 136).

Removing regions
To remove a region from a clip, select it in the list and click the Remove
Region button above the list.

Exporting regions as audio files


If you create a region in the Sample Editor, the region can be exported
to disk as a new audio file. This is done from the Pool, and is described
on page 440.

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Drawing in the Sample Editor
It is possible to edit the audio clip at sample level, by drawing with the
Pencil tool. This can be useful if you need to manually edit out a spike
or click, etc.
1. Zoom in to a zoom value lower than 1.
This means that there is more than one screen pixel per sample.

2. Select the Pencil tool.


3. Click and draw at the desired position in the waveform display.
When you release the mouse button, the edited section is automatically selected.

❐ Any changes created by drawing will appear in the Offline Process His-
tory, making it possible to undo them at a later stage (see page 354).

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Options and settings
Show audio event

❐ This is only available if you opened the Sample Editor by double clicking
on an audio event in the Project window or the Audio Part Editor.

When the option “Audio Event” is activated on the Elements submenu


on the Quick menu (or the Show Audio Event button is activated on
the toolbar), the section corresponding to the edited event is shown
with a white background in the waveform display and Thumbnail. The
sections of the audio clip that are “outside” the event are shown with
a grey background.

• In this mode, you can adjust the start and end of the event in the clip,
by dragging the event handles in the waveform display.
When you move the pointer over the event handles (no matter what tool may be se-
lected), it takes on the shape of an arrow, to indicate that you can click and drag.

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Snap to Zero Crossing

Snap to Zero Crossing activated.

When this option is activated, all audio edits are done at zero cross-
ings (positions in the audio where the amplitude is zero). This helps
you avoid pops and clicks which might otherwise be caused by sud-
den amplitude changes.

• This setting affects the Sample Editor only. In the Project window and
other editors, the Snap to Zero Crossing setting in the Preferences
dialog (Editing–Audio page) is used.

Autoscroll

Autoscroll activated.

When this option is activated, the waveform display will scroll during
playback, keeping the project cursor visible in the editor.

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The Sample Editor 16 – 387
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17
The Audio Part Editor
Background
The Audio Part Editor allows you to view and edit the events inside au-
dio parts. Essentially, this is the same type of editing that you do in the
Project window, which means that this chapter contains a lot of refer-
ences to the chapter “The Project window”.

Audio parts are created in the Project window, in one of the following
ways:

• By selecting one or several audio events on the same track, and se-
lecting “Events to Part” from the Audio menu.

• By gluing together two or more audio events on the same track with
the Glue Tube tool.

• By drawing an empty part with the Pencil tool.

• By double clicking between the left and right locator on an audio track.
With the last two methods, an empty part is created. You can then add events to the
part by pasting, or by using drag and drop from the Pool.

Opening the Audio Part Editor


You open the Audio Part Editor by selecting one or more audio part(s)
in the Project window and double clicking on any one of them (or us-
ing the Edit-Open key command, by default [Ctrl]/[Command]-[E]).
The Audio Part Editor can display several parts at once, and you can
also have more than one Audio Part Editor open at the same time.

• If the part you double click on is a shared copy (i.e. you have previously
copied the part by [Alt]/[Option]+[Shift]-dragging), any editing you
perform will affect all shared copies of this part.
To indicate that it is a shared copy an “s” is displayed in the upper right corner of the
part in the Project window (see page 119).

• Note that double clicking on an audio event in the Project window will
open the Sample Editor (see page 368).

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Window overview

The toolbar
The tools, settings and icons on the toolbar have the same functional-
ity as in the Project window, with the following differences:
• A Solo button (see page 396).
• Separate tools for audition (Speaker) and scrubbing (see page 397).
• No Pencil, Glue Tube or Mute tool.
• Play and Loop icons and an Audition Volume control (see page 396).
• Independent Track Loop settings (see page 397).
• Part List controls for handling several parts: Activating parts for editing, re-
stricting editing to active parts only and showing part borders (see page 394).

• You can customize the toolbar, hiding or reordering its items.


This is described on page 712.

The ruler and info line


These have the same functionality and appearance as their counter-
parts in the Project window.

• Note that you can select a separate display format for the Audio Part
Editor ruler by clicking on the arrow button on the right and selecting
an option from the pop-up menu that appears.
For a list of the available formats, see page 94.

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About lanes
If you make the editor window larger, this will reveal additional space
below the edited events. This is because an audio part is divided ver-
tically in lanes.

Lanes

Lanes can make it easier to work with several audio events in a part:

In the left figure it is unnecessarily hard to discern, select and edit the
separate events. In the right figure, some of the events have been
moved to a lower lane, making selection and editing much easier.

• To move an event to another lane without accidentally moving it hori-


zontally, press [Ctrl]/[Command] and drag it up or down.
This is the default modifier key for this – you can adjust this in the Preferences if you like.

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Overlapping events
Only one event per track can be played back at the same time! This
means that if you have overlapping events, on the same lane or differ-
ent lanes, these will cut each other off, according to the following rules:

• For events on the same lane, the ones that are on top (visible) will be
played.
To move overlapping events to the front or back, use the Move to Front and Move to
Back functions on the Edit menu.

• For events on different lanes, the event on the lowest lane gets play-
back priority.

The “greyed-out” sections of the upper event will not be played since the event on
the lower lane has playback priority! Note that in the actual program, playback
priority between lanes is not indicated by event sections being greyed out.

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The Audio Part Editor 17 – 393
Handling several parts
When you open the Audio Part Editor with several parts selected – all
on the same track or on different tracks – they might not all “fit” in the
editor window, which can make it hard to get an overview of the differ-
ent parts when editing.
Because of this, the toolbar features a few functions to make working
with multiple parts easier and more comprehensive:

• The Part List menu lists all parts that were selected when you opened
the editor, and lets you select which part should be active for editing.
When you select a part from the list, it is automatically made active and centered in the
display.

• Note that it is also possible to activate a part by using the Arrow tool and
clicking on it.

• The button “Edit Active Part Only” lets you restrict editing operations
to the active part only.
If you for example select “All” from the Select submenu on the Edit menu with this op-
tion activated, all events in the active part will be selected but not the events in other
parts.

“Edit Active Part Only” activated on the toolbar.

• You can zoom in on an active part so that it fills the screen by select-
ing “Zoom to Event” from the Zoom submenu on the Edit menu.

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• The button “Show Part Borders” can be used if you want to see
clearly defined borders for the active part.
When this is activated, all parts except the active one are grayed out, making the bor-
ders easily discernible. There are also two “markers” in the ruler with the name of the
active part, marking its beginning and end. These can be moved freely to change the
part borders.

“Show Part Borders” activated on the toolbar.

• It is possible to cycle between parts, making them active, with key


commands.
In the Key Commands dialog – Edit category, there are two functions: “Activate Next
Part” and “Activate Previous Part”. If you assign key commands to these, you can use
them to cycle between parts.

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The Audio Part Editor 17 – 395
Operations
❐ Zooming, selecting and editing in the Audio Part Editor is done just as in
the Project window (see page 97).

Auditioning
There are three ways to listen to the events in the Audio Part Editor:

By using the Speaker tool


If you click somewhere in the editor’s event display with the Speaker
tool and keep the mouse button pressed, the part will be played back
from the position at which you clicked. Playback will continue until you
release the mouse button.

By using the Audition icon

The Audition and Audition Loop icons.


Clicking the Audition icon on the toolbar plays back the edited audio,
according to the following rules:
• If you have selected events in the part, only the section between the first and
last selected event will be played back.
• If you have made a range selection, only this section will be played back.
• If there is no selection, the whole part will be played back. Note that if the project
cursor is within the part, playback starts from the current cursor position. If the
project cursor is outside the part, playback starts from the beginning of the part.
• If the Audition Loop icon is activated, playback will continue until you deacti-
vate the Audition icon. Otherwise, the section will be played back once.

• When auditioning with the Speaker tool or Audition icon, audio will be
routed directly to the first output bus, bypassing the audio channel’s set-
tings, effects and EQs.
You can adjust the auditioning level with the miniature level fader on the toolbar. This
does not affect the regular playback level.

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17 – 396 The Audio Part Editor
By using regular playback
You can of course use the regular playback controls while in the Audio
Part Editor. Furthermore, if you activate the Solo Editor button on the
toolbar, only the events in the edited part will be played back.

The independent track loop function


The independent track loop is a sort of “mini-cycle”, affecting only the
edited part. When the loop is activated, the events in the parts that are
within the loop will be repeated continuously and completely indepen-
dent – other events (on other tracks) are played back as usual. The
only “interaction” between the loop and the “regular playback” is that
every time the cycle starts over again, so does the loop.
To set up the independent track loop, proceed as follows:
1. Turn on the loop by clicking on the Loop button on the toolbar.
If it isn’t visible, you need to right-click (Windows) or [Ctrl]-click (Mac) the toolbar and
add the Independent Track Loop Settings section – see page 712.

When the loop is activated, the cycle isn’t shown in the editor’s ruler.
Now you need to specify the length of the loop:
2. Either [Ctrl]/[Command]-click and [Alt]/[Option]-click in the ruler to
set the start and end of the loop, respectively…
3. …or edit the loop start and end positions numerically in the fields next
to the Loop button.
The loop is indicated in purple in the ruler.

• The events will be looped as long as the Loop button is activated and the
Audio Part Editor window is open.

Scrubbing
In the Audio Part Editor, the Scrub tool has a separate icon on the
toolbar. Apart from that, scrubbing works exactly as in the Project win-
dow (see page 115).

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Common methods
Assembling a “perfect take”
When you record audio in Cycle mode, either an event or a region (or
both) is created for each recorded lap (see page 54). These events and
regions are named “Take X”, where “X” is the number of the take. You
can create a perfect take by putting together sections of the different
takes in the Audio Part Editor.

• The procedure below will not work if you recorded with “Keep Last”
mode selected on the Transport panel.
In that case, only the last take will be kept on the track (although the previous takes will
be available as regions in the Pool)
First, you have to create an audio part from the takes. This procedure
is slightly different depending on whether you choose to create events
or regions.

Creating an audio part from events


1. In the Project window, use the Object Selection tool to draw a rectan-
gle around the recorded events.
This is necessary, since clicking on the event may just select the event on top (the last
take). If in doubt, check the info line – the info text should be yellow.

2. Pull down the Audio menu and select “Events to Part”.


The events are converted to an audio part.

• Note that the events cycle record mode also makes it easy to combine
different takes in the Project window – see page 55.

Creating an audio part from regions


1. In the Project window, select the event you recorded in Cycle mode.
After recording, this will play the last take.

2. Pull down the Audio menu and select “Events to Part”.


You are asked whether you want to “Create Part using Regions”.

3. Click “Regions”.
The regions are converted to an audio part.

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17 – 398 The Audio Part Editor
Assembling a take
1. Double click the part to open the Audio Part Editor.
Now, the different takes will be placed on different lanes, with the last take at the bottom.

2. Use the tools to cut out pieces of the takes and assemble the final
result.
This can include splitting with the Scissors tool, resizing events with the Arrow tool or
deleting with the Eraser tool.

• Remember that the events on the lowest lane have playback priority.
Use the Audition icon to audition the result.

3. Close the Audio Part Editor.


You have now assembled a “perfect take”!

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The Audio Part Editor 17 – 399
Options and Settings
The following options and settings are available in the Audio Part
Editor:

• Snap
You can specify an independent Snap mode (and snap value for the Grid mode) in the
editor. The functionality is exactly the same as in the Project window.

• Autoscroll
When Autoscroll is activated on the toolbar, the window will scroll during playback,
keeping the project cursor visible in the editor. This setting can be activated or deacti-
vated individually for each window.

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17 – 400 The Audio Part Editor
18
Working with hitpoints and
slices
Background
Hitpoint detection is a special feature of the Sample Editor. It auto-
matically detects attack transients in an audio file, and then adds a
type of marker, a “hitpoint”, at each transient. These hitpoints allow
you to create “slices”, where each slice ideally represents each indi-
vidual sound or “beat” in a loop (drum or other rhythmic loops work
best with this feature). When you have successfully sliced the audio
file, you can do a number of useful things with it:
• Change the tempo without affecting pitch.
• Extract the timing (a groove map) from a drum loop. This can then be applied
to quantize other events.
• Replace individual sounds in a drum loop.
• Edit the actual playing in the drum loop without affecting the basic feel.
• Extract sounds from loops.

• The term “loop” is used throughout this chapter. Loop in this context usu-
ally means an audio file with a musical timebase, i.e. the length of the loop
represents a certain number of bars and/or beats at a certain tempo. Play-
ing the loop back at the right tempo in a cycle set to the correct length will
produce a continuous loop, without gaps.

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18 – 402 Working with hitpoints and slices
Using hitpoints
The basic functionality of using hitpoints to slice up a loop is to make
a loop fit the tempo of a song, or alternatively to create a situation that
allows the song tempo to be changed whilst retaining the timing of a
rhythmic audio loop, just like when using MIDI files.

What audio files can be used?


Here are some guidelines to what type of audio files will render the
best results when slicing files using hitpoints:
• Each individual sound in the loop should have some noticeable attack.
Slow attacks, legato playing etc. may not produce the desired result.
• Poorly recorded audio might be difficult to slice correctly.
However, the hitpoint detection function can automatically normalize the audio to im-
prove the detection results – see below.
• There may be problems with sounds drowned in smearing effects, like short
delays.

Calculating hitpoints and slicing a loop – a quick tutorial


Before proceeding, find a suitable loop using the criteria above. At
this point it doesn’t matter whether you know the original tempo of the
loop, as this will be automatically detected. Proceed as follows:
1. Open the event or clip for editing in the Sample Editor.
You could do this by double clicking an event on an audio track in the Project window
or a clip in the Pool. In this example, we assume you work with an event on a track.

2. If needed, make a selection range spanning a section of the loop.

• For example, if you have extracted the audio clip from a track on an au-
dio sample CD, it may contain more than one actual loop (many loop
CDs have several loops for each CD track).
In that case you would want to make a selection around the loop you’re interested in.
The selection can include some silence before and after the loop, it doesn’t matter.

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Working with hitpoints and slices 18 – 403
• Another possibility is that you want to extract a particular section
within a long loop.
In that case, make a selection range that starts at the correct position in the loop and
ends slightly after the end of the section you’re interested in. You can use the audition
and loop buttons on the toolbar to check your selection range.

• Finally, if the audio clip contains one loop only or you want to use the
very first loop in the clip, you don’t need to make any selection at all.
3. Click the Hitpoint Mode button on the Sample Editor toolbar.

The Hitpoint Mode button.

Now a dialog appears with settings for the hitpoint detection:

4. Leave the “Use level scan” checkbox activated.


When this is on, the hitpoints detection function will analyze a normalized version of
the audio, which most often gives more accurate detection results. Note that this
doesn’t affect the actual audio loop in any way.

5. Activate the “Adjust Loop” checkbox.


This tries to detect the loop’s tempo automatically, based on the following settings:

• Maximum bars
This will affect the length of the loop in the following way: the program will look at the
selection range you’ve made (if any) and the Maximum bars setting and try to set the
loop length to an even number of bars, less than or equal to the Maximum bars value.
This means that if you want to use the first bar in the selection (or clip) only, you should
set Maximum bars to 1 (note that this is required for extracting grooves – these must

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18 – 404 Working with hitpoints and slices
be 1 bar long!). Similarly, if you are working with a long audio clip and want to use the
first x bars in the clip, set Maximum bars to this number.
If you want to use the whole selection (or clip), you should set Maximum bars to the
number of bars in the selection/clip, or to a higher value.

• Beats
This doesn’t affect the actual detection but rather which hitpoints will be shown after-
wards. If you e.g. know that your loop is based on 1/16th notes, select “1/16”. If you’re
uncertain, set this to “All” – you can change this setting afterwards if needed.

• Minimum - Maximum BPM


These values help the program detect the tempo of the loop – set them so that the
original loop tempo is somewhere in between.

• The smaller the min-max bpm range, the higher the precision of the hit-
point detection – if you have a good idea about the original loop tempo,
set a narrow min-max range for best results.
If you have no idea about the original loop tempo, listen to the loop and try to determine
whether it’s slow (70-100 bpm, common in hip-hop, soul, r’n’b, etc.), medium (100-
140 bpm, typical for house, some rock, etc.) or fast (trance, d’n’b, etc.).
You can use a pretty wide min-max range, but if the max value is twice the min value or
more you will probably get the wrong result.

6. Click Process.
The hitpoints are detected.

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Working with hitpoints and slices 18 – 405
As you now can see, hitpoints have been set at the beginning of each
sound in the loop (or at least at most sounds), a blue area is shown in
the ruler (indicating the length of the loop as set with the “Maximum
bars” setting in the dialog) and the right half of the toolbar now shows
the Sensivity slider and additional pop-ups.

7. Check that the loop range is correct by activating the loop and audition
buttons in the toolbar.
The loop should be played back repeatedly until you click the audition button again.
Note: if you made a selection range before calculating the hitpoints, you need to re-
move this by clicking anywhere in the clip – otherwise the selection range will be
played back instead of the loop range!

8. If you now move the Hitpoint Sensivity slider to the left, this gradually
hides the hitpoints. Moving the slider to the right increases the sensitiv-
ity to reveal additional hitpoints detected during the calculate process.
The basic aim is to add, remove or in various other ways edit the hitpoints so that one
individual sound is played between each hitpoint. This is described in detail starting on
page 409.
As you can see, the calculated original tempo is shown to the right on
the toolbar (see page 408). In the next step, the loop will adapt to the
project tempo set in Nuendo.
9. Pull down the Audio menu, and select “Create Audio Slices” from the
Advanced submenu.
Now the following happens:

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18 – 406 Working with hitpoints and slices
• The Sample Editor closes.
• The audio event is “sliced” so that there is a separate event for each hitpoint.
Only the section within the loop range (blue ruler area) is kept.
• The audio event is replaced by an audio part, containing the slices (double
click the part to view the slices in the Audio Part Editor).
• The loop is automatically adapted to the project tempo.

The slices in the Audio Part Editor. Here, the project tempo was higher than the
loop’s original tempo – this means the slice events will overlap slightly.

• If you opened the Sample Editor for a clip in the Pool, you will find that
the icon for the clip changes in the Pool (to indicate that it is sliced).
Dragging the sliced clip from the Pool to an audio track will create an audio part with
the slices adapted to the project tempo, just as above.

10.If you activate cycle playback on the Transport panel, the loop should
now play back seamlessly at the tempo set in the program!
11.To make the loop follow any further tempo changes, make sure it’s set
to “Musical time base” by using the toggle button in the Track list or
Inspector (the button should show a note symbol – see page 110).

• Note that if the project tempo is lower than the loop’s original tempo,
there may be audible gaps between each slice event in the part.
This can be remedied by using the Close Gaps function on the Advanced submenu –
see page 420. You should also consider activating auto fades for the part’s audio track –
fade-outs set to about 10 ms will help eliminate any clicks between the slices when you
play back the part. See page 178.

• If the project tempo is higher than the loop’s original tempo, you may
want to activate auto crossfades for the track.
You can use the Close Gaps functions in this case as well if needed.

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Working with hitpoints and slices 18 – 407
A note about the calculated tempo
The “original tempo” setting shown in the toolbar depends on the fol-
lowing settings:

• The loop range (indicated by the bright blue area in the ruler).
This determines which area of the loop event should be used for the tempo detection.

• The bars, beats and time signature settings the toolbar.


These inform the program about the length (in musical terms) of the loop range.
If you adjust the loop range (by dragging its edges in the ruler) or the
bars/beats/signature settings on the toolbar, the original tempo dis-
play will change as well. For the original tempo to be correctly calcu-
lated, the bars/beats/signature setting should match the loop range.
In other words, if the loop range contains exactly one bar of music (in
4/4 time), the toolbar should be set to 1 bar, 0 beats, 4/4 signature.
This is what the program attempts to do when automatically calculat-
ing the tempo. If you turn off “Adjust loop” when detecting hitpoints,
you need to set this up manually, by adjusting the loop range and
specifying the correct bars, beats and time signature.

• A quick way to adjust the loop range is to make a selection range and se-
lect “Locators to Selection” from the Transport menu (or use the key
command for this, by default [P]).
In Hitpoint mode in the Sample Editor, this will adjust the loop range rather than the ac-
tual locator (cycle) range. Note that the selection range is magnetic to hitpoints, mak-
ing it easy to adjust the loop range correctly this way!

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18 – 408 Working with hitpoints and slices
Editing hitpoints
In this section, we go back a bit and look at what can be done with hit-
points in the Sample Editor. There are three ways to invoke the hitpoint
calculation:
• Select Calculate Hitpoints from the Advanced submenu on the Audio menu.
• Click the Hitpoint Mode button in the Sample Editor toolbar.
• Select the Hitpoint Edit tool from the toolbar or Quick menu.
The last two methods will calculate hitpoints if they haven’t already been calculated.
As outlined in the previous section, this makes the program calculate
(or detect) hitpoints in the audio event, and you can use the Sensivity
slider to change how many hitpoints are shown.
For some loops, this may be all that is needed to set the hitpoints so
that each slice to be created will contain a single “hit” or sound. How-
ever there will almost certainly be cases when the automatic calculation
may add a hitpoint where there shouldn’t be one, and fail to add a hit-
point where one is needed, even if the Sensivity slider is set to maxi-
mum. If there are too many or too few hitpoints in a loop, it will most
probably not play back properly.
When this occurs, you have to edit the hitpoints manually in the Sample
Editor.

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Working with hitpoints and slices 18 – 409
Auditioning slices
A slice is a section of the waveform, from one hitpoint to the next.

The first thing you should do before editing hitpoints is to listen to


each slice in the Sample Editor, to determine what they contain. The
aim is basically to avoid “double hits”, like a snare hit being followed
by a hi-hat hit within the same slice. You also want to determine
whether any hitpoints have been added that should be removed:
1. Open a loop in the Sample Editor.
If you have already created slices you can open them in the Sample Editor by double
clicking any event in the Audio Part Editor. If it is a new loop, follow the instructions in
the tutorial.

2. Select the Speaker tool.


3. Now you can simply point and click on any slice and it will be played
back.
Listen for “double hits” and slices that contain parts of a single sound.
If you find hitpoints that need to be removed or instances where a hit-
point needs to be added, the first thing to try is to change the sensitiv-
ity setting – see the following section.

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18 – 410 Working with hitpoints and slices
Setting the sensitivity
The loop is first analyzed to determine where hitpoints should appear
(where the individual “beats” in the loop are), then you manually set the
sensitivity with the Sensivity slider to determine how many hitpoints
there should be.

• Try raising the sensitivity to add “missing” hitpoints, and lowering it to


remove unwanted hitpoints.
This may or may not work, depending on the situation, but as a general rule you should
try this first.

• Audition the slices again to determine if changing the sensitivity has


improved matters.

The “Use” pop-up menu

The “Use” pop-up menu on the toolbar affects which hitpoints are
shown and is a useful tool for removing unwanted hitpoints. The op-
tions on the pop-up menu are:
Option Description

All All hitpoints are shown (taking the Sensivity slider into account).

1/4, 1/8, 1/16, 1/32 Only hitpoints that are close to the selected note value positions
within the loop (e.g. close to exact sixteenth note positions, if you
have selected the 1/16 option) will be shown. Again, the Sensiv-
ity slider is taken into account.

Metric Bias This is like the “All” mode, but all hitpoints that are close to even
meter divisions (1/4 notes, 1/8 notes, 1/16 notes, etc.) get a
“sensitivity boost” – they are visible at lower Sensivity slider set-
tings. This is useful if you are working with dense or cluttered ma-
terial with a lot of hitpoints, but you know that the material is
based on a strict meter. By selecting Metric Bias it will be easier
to find the hitpoints close to the meter position (although most
other hitpoints are also available, at higher sensitivity settings).

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Working with hitpoints and slices 18 – 411
How many slices do I need?
If your main reason for slicing the loop is to change the tempo, you
generally need as many slices as you can get, but never more than
one per individual “hit” in the loop.
If you want to create a groove (see page 417), you should try to get
approximately one slice per eighth note, sixteenth note or whatever
the loop requires.

Disabling slices
You might run into situations where there are too many slices – a single
sound may have been split into two slices for example. You could of
course reduce the sensitivity to get rid of the hitpoints you don’t want,
but then other hitpoints could disappear too, which may be undesirable.
What you need to do in a situation like this is to disable an individual
slice, using the Hitpoint Edit tool in Disable mode:
1. Select the Hitpoint Edit tool and click the tool icon on the toolbar again.
A pop-up menu appears, listing the three modes of the Hitpoint Edit tool.

2. Select the Disable mode.


The pointer turns into a cross in the Sample Editor window.

3. Click on the handle (the triangle) of the hitpoint you wish to disable.
The hitpoint handle is diminished and its line disappears to indicate that it is disabled.

4. Now, the hitpoint won’t be taken into account when you create slices.
5. To reactivate a disabled hitpoint, click on the hitpoint handle with the
Disable tool.

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18 – 412 Working with hitpoints and slices
Locking slices
If you lock a hitpoint, by clicking on its handle with the Hitpoint Edit
tool in Lock mode, it will stay even if you drag the Sensivity slider all
the way to zero. This can be used in situations where one or several
slices contain double hits, but raising the sensitivity adds a lot of un-
wanted slices.
1. Find the place where you hear double hits when auditioning.
2. Remember the current slider setting.
3. Raise the Sensivity slider to a higher value so that a hitpoint appears,
separating the two sounds.
Most likely this will add a lot of other unwanted hitpoints as well.

4. Audition to make sure you got what you wanted.


5. Select the Hitpoint Edit tool and click the tool icon again to select
Lock mode.
A lock icon is shown beside the pointer in the Sample Editor window.

6. Lock the new slice by clicking on its handle.


7. Drag the Sensivity slider to the original setting.
The locked hitpoint will remain shown.

• You can unlock a locked hitpoint by clicking it again with the Hitpoint
Edit tool in Lock mode.

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Working with hitpoints and slices 18 – 413
Setting hitpoints manually
If you cannot get the desired result by adjusting sensitivity, disabling
or locking, you can add, move and delete hitpoints manually.

Adding hitpoints
Manually adding hitpoints can be done in situations where a hitpoint is
missing at a specific point, but doesn’t appear even if the sensitivity is
set to full.
1. Zoom in on the waveform at the point where you wish to add a hitpoint.
2. Audition the area with the Speaker tool to make sure that the start of
the sound is in view.
3. Activate Snap to Zero Crossing on the Sample Editor toolbar.
By finding zero crossings in the waveform (positions where the amplitude is close to
zero), manually added slices won’t introduce any clicks or pops. All hitpoints found by
the Calculate function are automatically placed at zero crossings.

4. Select the Pencil tool from the Sample Editor toolbar and click just be-
fore the start of the sound.
A new hitpoint appears. Manually added hitpoints are locked by default.

• If you click and keep the mouse button pressed, you can adjust the
position of the new hitpoint by dragging.
Releasing the mouse button adds the hitpoint.

5. Audition the new slice with the Play tool to make sure you got what
you wanted.

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18 – 414 Working with hitpoints and slices
Moving hitpoints
If you manually added a hitpoint, and it was either placed too far away
from the start of the sound, or too far into the sound, you can manually
move the hitpoint. It is also possible to move calculated hitpoints this
way.
1. Make sure Snap to Zero Crossing is activated on the Sample Editor
toolbar.
2. Select the Hitpoint Edit tool and click the tool icon again to select the
Move mode.
You can also use the regular Range Selection tool for this.

3. Click on the hitpoint handle and drag it to the new position.

Deleting hitpoints
To delete a hitpoint, select the Move tool and drag it out of the Sample
Editor window. Hitpoints that you have created manually can also be
deleted with the Hitpoint Edit tool in Disable mode.

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Working with hitpoints and slices 18 – 415
Creating slices
After you have specified the correct loop length and time signature and
worked on the hitpoints in the Sample Editor so that one sound per
slice is heard, it is time to actually slice the file (if that is what you want
to do – there are other uses for hitpoints as well, as described on the
following pages). This is done by selecting “Create Audio Slices” from
the Advanced submenu on the Audio menu.

• This function (and many of the others on the Advanced submenu) are
only available if a valid loop tempo is detected.
In other words, if the bars/beats and loop range settings “make sense”.
Now the following happens:

• If you edited an event on an audio track, the Sample Editor closes.

• The audio event is “sliced” so that there is a separate event for each
hitpoint.
In other words, the sections between the hitpoints become separate events, all refer-
ring to the same original file.

• On the audio track, the audio event is replaced by an audio part, con-
taining the slices.
If you edited a clip from the Pool, you need to drag it to an audio track to get a part with
the slices.

• The loop is automatically adapted to the tempo set in Nuendo.


This takes the loop length settings you made into account: if the loop was e.g. one bar
long, the part is resized to fit exactly one bar in the Nuendo tempo, and the slices are
moved accordingly – keeping their relative positions intact within the part.
Now, you can change the tempo and have the loop automatically follow
(provided that the track is set to musical time base – see page 110).
Furthermore, you can double click the part to edit the slices in the Audio
Part Editor. You can:
• Remove or mute slices.
• Change the loop by reordering, replacing or quantizing slices.
• Apply processing or effects to individual slices.
• Create new files from individual slices using the “Bounce Selection” function
on the Audio menu.

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18 – 416 Working with hitpoints and slices
Creating groove quantize maps
You can generate groove quantize maps based on the hitpoints you
have created in the Sample Editor. Groove quantizing is not meant for
correcting errors, but for creating rhythmic feels. This is done by com-
paring your recorded music with a “groove” (a timing grid generated
from the file) and moving the appropriate notes so that their timing
matches the one of the groove. In other words, you can extract the
timing from an audio loop and use it for quantizing MIDI parts (or other
audio loops, after slicing them).
Proceed as follows:
1. Create and edit hitpoints as described earlier in this chapter.
You don’t have to create slices – just set up the hitpoints.

• Groove quantize maps cannot be longer than one bar – set Maximum
bars to 1 when you calculate the hitpoints.
Or, you can adjust the loop length manually after calculating the hitpoints.

• You should try to get approximately one slice per eighth note, sixteenth
note or whatever the loop requires when setting hitpoints for extracting a
groove.
It can be helpful to use one of the note value-based options on the “Use” pop-up menu
when you’re setting up the hitpoints (see page 411).

2. When you have finished setting the hitpoints, select “Create Groove
Quantize” from the Advanced submenu on the Audio menu.
The groove is extracted.

3. If you now pull down the Quantize pop-up in the Project window you
will find an additional item at the bottom of the list, with the same
name as the file from which you extracted the groove.
This groove can now be selected as a base for quantizing, just like any other quantize
value. See page 469.

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Working with hitpoints and slices 18 – 417
Other Advanced submenu items

On the Advanced submenu on the Audio menu you will also find the
following functions:

Divide Audio Events


This Advanced submenu item can be used when you simply wish to
create separate events according to the hitpoints for a file. This means
that you do not have to make the same considerations as when slicing
for tempo changes. You can use any method you like to set hitpoints,
use sensitivity, note values, manually or any combination.

• The slices created will appear in the Project window as separate events.

Set Audio Event from Loop


When you calculate hitpoints, a special loop range is defined in the
Sample Editor – indicated by the bright blue area in the ruler. If you
used the “Adjust Loop” option in the dialog (see page 404), the loop
will have the length specified with the “Maximum bars” setting (or the
length of the whole event, if you set a higher “Maximum bars” value).
The Set Audio Event from Loop function will resize the event accord-
ing to the loop range. For example, if you have a long loop event and
want to “extract” the first bar only, simply calculate hitpoints with
“Maximum bars” set to 1, and then use Set Audio Event from Loop.

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18 – 418 Working with hitpoints and slices
Set Tempo from Event
This function sets the project tempo according to the original tempo
of the loop (as calculated by the hitpoints detection, or set up manu-
ally – see page 408). The result depends on whether the Tempo track
is activated or you are using fixed tempo.
• If you are using fixed tempo, you will be asked to confirm that you want to
change this – click Yes to set the fixed tempo to the event’s original tempo.
• If you are using the Tempo track, but there are no tempo changes, you will be
asked whether to change the global tempo or not:
Click Yes to change the global tempo (the first tempo event on the Tempo track) or No
to insert tempo events at the beginning and end of the audio event (i.e. the project
tempo will be adapted to the loop tempo but only during the course of the event).
• If you are using the Tempo track with tempo changes, new tempo events will
be inserted at the beginning and end of the audio event.
The project tempo will be adapted to the loop tempo during the course of the event.

Stretch to Project Tempo


The Stretch to Project Tempo function on the Advanced submenu
(Audio menu) makes use of the “original tempo” calculated by the hit-
point detection and applies time stretch to the selected event, so that
it fits the current project tempo (the tempo at the start position of the
event is used).
This can be used for stretching a whole loop (not sliced) to the project
tempo. Note: for this function to be available, you must have calcu-
lated hitpoints for the event (since the function relies on the “original
tempo” information).

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Working with hitpoints and slices 18 – 419
Using the Close Gaps function
If you have sliced a loop for tempo changes, lowering the tempo below
the loop’s original tempo will create gaps between the slices. The lower
the tempo is in relation to the original tempo, the wider the gaps will be.
This can be fixed using the “Close Gaps” function on the Advanced
submenu on the Audio menu:
1. Set the desired tempo.
2. Select the part in the Project window.
3. Select “Close Gaps” from the Advanced submenu.
Now time stretch is applied on each slice to close the gaps. Depending on the length
of the part, this can take a little while.

4. The waveform is redrawn and the gaps are now closed!

• Note that this feature creates new clips in the Pool, one for each slice.

• Close Gaps can also be used when the project tempo is higher than
the original loop tempo.
This will use the time stretch function to shrink the slices to fit.

• If you decide to change the tempo again after using the Close Gaps
function, you should undo the Close Gaps operation or start over
again, using the original unstretched file.

• You can also use this function on individual events (in the Audio Part
Editor or Project window).
The events don’t have to be slices – you can use Close Gaps simply to stretch an au-
dio event to the start position of the next event.

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18 – 420 Working with hitpoints and slices
19
The Pool
Background
What is the Pool?
Every time you record on an audio track, a file is created on your hard
disk. A reference to this file – a clip – is also added to the Pool. Two
general rules apply to the Pool:

• All clips, audio or video, that belong to a project are listed in the Pool.

• There is a separate Pool for every project.


The way the Pool displays folders and their contents is similar to the
way the Mac OS X Finder and the Windows Explorer display folders
and lists of files.

What can you do in the Pool?


In the Pool you can, amongst other things, perform the following oper-
ations:

Operations that affect files on disk


• Import clips (audio files can automatically be copied and/or converted).
• Convert file formats.
• Rename clips (this will also rename the referred files on disk).
• Delete clips (if you select the “Move to Trash” option and empty the Trash
folder – see page 430).
• Prepare File Archives for backup.
• Minimize Files.

Operations that only affect clips


• Copy clips.
• Audition clips.
• Organize clips.
• Apply audio processing to clips.
• Save or import complete Pool files.

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19 – 422 The Pool
Opening the Pool
You open the Pool in any of the following ways:
• By clicking the Pool icon in the Project window.

• By selecting “Pool” on the Project menu or “Open Pool Window” on the Pool
menu.
• By using a key command (by default [Ctrl]/[Command]-[P]).
The content of the Pool is divided into three main folders:

• The Audio folder


This contains all audio clips and regions currently in the project.

• The Video folder


This contains all video clips currently in the project.

• The Trash folder


Unused clips can be moved to the Trash folder for later permanent removal from the
hard disk.
These folders cannot be renamed or deleted from the Pool, but any
number of subfolders can be added (see page 442).

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The Pool 19 – 423
Window Overview
Audio folder Audio clip name Toolbar Column Headings
Region name

Trash folder Video folder Waveform image

Toolbar overview
Hide/show View Pop-up Open/Close Import Button Project Folder Path
info line all Folders

Play and Loop buttons, Search Button Pool Record Folder Path
audition volume control

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19 – 424 The Pool
The info line
Click the “Show Info” button on the toolbar to show or hide the info
line at the bottom of the Pool window. It shows the following informa-
tion:
Number of audio Total size of all audio
files in the Pool files in the Pool

Number of audio Number of files in the Pool that are not in


files in use the project folder (e.g. video files)

How clips and regions are displayed in the Pool


• Audio clips are represented by a waveform icon followed by the clip name.

• Audio regions are represented by a region icon followed by the region name.

• Video clips are represented by a camera icon followed by the clip name.

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The Pool window columns
Various information about the clips and regions can be viewed in the
Pool window columns. The columns contain the following information:
Column Description

Media This column contains the Audio, Video and Trash folders. If the folders are
opened, the clip or region names are shown and can be edited. This col-
umn is always shown.

Used This column displays the number of times a clip is used in the project. If a
column row is empty, the corresponding clip is not used.

Status This column displays various icons that relate to the current Pool and clip
status. See page 427 for a description of the icons.

Info This column shows the following information for audio clips: The sample
rate, bit resolution, number of channels and the length in seconds. For re-
gions, it displays start and end times in frames, and for video clips the
frame rate, number of frames, and length in seconds.

Type This column shows the file format of the clip.

Date This column shows the date when the clip was created.

Origin Time This column shows the original start position where a clip was recorded in
the project. As this value can be used as a basis for the “Insert into Project”
Pool menu item (and other functions), you can change it if the Origin Time
value is redundant. This can either be done by editing the value in the col-
umn, or by selecting the corresponding clip in the Pool, moving the project
cursor to the new desired position and selecting “Update Origin” from the
Pool menu.

Image This column displays waveform images of audio clips or regions.

Path This column shows the path to the location of a clip on the hard disk.

Reel Name If you have imported an OMF file (see page 686), they may include this at-
tribute, in which case it is shown in this column. The Reel Name describes
the 'physical' reel or tape from which the media was originally captured.

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19 – 426 The Pool
About the Status column symbols
The Status column can display various symbols that relate to the clips
status. The following symbols can be shown:
Symbol Description

This indicates the current Pool Record folder (see page 441).

This symbol is shown if a clip has been processed.

The question mark indicates that a clip is referenced to the project but is
missing from the Pool (see page 434).

This indicates that the clip file is external, i.e. located outside the current
Audio folder for the project.

This indicates that the clip has been recorded in the currently open version
of the project. This is useful for finding recently recorded clips quickly.

Sorting the Pool contents


You can sort the clips in the Pool by name, date etc. This is done by
clicking on the corresponding column heading. Clicking again on the
same heading switches between ascending and descending sort order.
The arrow indicates the
sort column and sort order.

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The Pool 19 – 427
Operations
Renaming clips in the Pool
To rename a clip in the Pool, select it and click on the existing name,
type in a new name and press [Return].

❐ Renaming a clip in the Pool is much preferred to renaming it outside


Nuendo (for example on the computer desktop). This way Nuendo already
“knows” about the change, and won’t lose track of the clip the next time
you open the project. See page 434 for details about lost files.

Copying clips in the Pool


To make a duplicate clip, proceed as follows:
1. Select the clip you wish to copy.
2. Select “New Version” on the Pool menu.
A new version of the clip appears in the same Pool folder, with the same name but with
a “version number” after it, to indicate that the new clip is a duplicate. The first copy
made of a clip will logically get the version number “2” and so on.

❐ Copying a clip does not create a new file on disk, but just a new edit ver-
sion of the clip (referring to the same original file).

Inserting clips into a project


Using menus
1. Select the clip(s) you want to insert into the project.
2. Pull down the Pool menu and select an “Insert into Project” option:
Option Description

At Timecode A dialog appears, allowing you to enter a timecode position at


Position... which the clip(s) will be inserted.

At Cursor The clip(s) will be inserted at the current project cursor position.

At Origin The clip(s) will be inserted at their Origin Time position.

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19 – 428 The Pool
• Note that the clip will be positioned so that its snap point is aligned
with the selected insert position.
You can also open the Sample Editor for a clip by double clicking it, and perform the
insert operation from there. This allows you to set the snap point for a clip before in-
serting it.

3. The clip is inserted on a new audio track, created automatically, or on


a selected track.
If several tracks are selected, the clip will be inserted on the first selected track.

By using drag and drop


You can use drag and drop to insert clips into the Project window.
You can also use drag and drop from the Sample Editor for a clip by
making a selection range and pressing [Ctrl]/[Command] while drag-
ging. Note:

• Snap is taken into account if activated.

• While you drag the clip in the Project window, its position will be indi-
cated by a marker line and a numerical position box.
Note that these indicate the position of the snap point in the clip. For example, if you
drop the clip at the position 22.00, this will be where the snap point ends up. See
page 376 for info about how to set the snap point.

Snap point

• If you position the clip in an empty area in the event display (i.e. below
existing tracks), a new track is created for the inserted event.

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The Pool 19 – 429
Deleting clips
Removing clips from the Pool
To remove a clip from the Pool without deleting it from the hard disk,
proceed as follows:
1. Select the file(s) and select “Delete” from the Edit menu (or press
[Backspace] or [Delete]).
• If you try to delete a clip that is used by one or more events, the program
will ask you if you want to remove these events from the project.

Canceling means that neither the clip nor the associated events are deleted.

2. Click Remove.
A new prompt asks whether you want to move the clip to the Trash or remove it from
the Pool.

3. Select “Remove from Pool”.


The clip is no longer associated with the project, but still exists on the hard disk, and
can be used in other projects etc. This operation can be undone.

Deleting from the hard disk


To delete a file permanently from the hard disk, it must first be moved
to the Trash folder:

• Follow the instructions for deleting clips above and select “Trash”.
When clips are in the Trash folder they can be removed permanently.

• Select “Empty Trash” on the Pool menu.


A dialog box asks you if you are sure you want to follow through. Remember that this
operation cannot be undone!

❐ Before you permanently delete audio files from the hard disk, you should
make sure that these aren’t used by another project!

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19 – 430 The Pool
Removing unused clips from the Pool
This function finds all clips in the Pool that are not used in the project,
and either moves them to the Pool Trash folder where they can be per-
manently deleted, or removes them from the Pool:
1. Select “Remove Unused Media” on the Pool menu.
A prompt appears with the text “Move to Trash or Remove From Pool?”

2. Make your selection.

Locating events referring to a clip in the Pool


If you want to find out which events in the project refer to a particular
clip in the Pool, proceed as follows:
1. Select the clip in the Pool.
2. Select “Select in Project” on the Pool menu.
All events that refer to the selected clip are now selected in the Project window.

Locating clips or regions in the Pool


You can perform a search of the Pool to locate particular clips or re-
gions, in the following way:
1. Select “Find in Pool” from the Pool menu.
This opens the Find Media window, in which you can specify various
criteria to match. You can search by any one (or a combination) of the
following properties:
• Name.
• Size (in seconds, minutes, frames or bytes).
• Bitsize (resolution).
• Channels (stereo or mono).
2. Tick the box beside the property you would like to search by, and en-
ter the desired name or value.
For the “Size” property, you can search for sizes smaller or greater than a value, or be-
tween two values. This is determined by the second pop-up menu.

3. Press Start.
The search result appears in the lower half of the window.

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The Pool 19 – 431
• To select the found clips or regions in the Pool, click the “Select in
Pool” button.

• To insert a found clip or region directly into the project, select it in the
list in the dialog and select one of the “Insert into Project” options
from the Pool menu.
The options are described on page 428.

❐ The “Find in Pool” command is also accessible from the Project window –
the Pool window does not have to be open.

Locating selected events


If you quickly want to find the clip for an event in the Project window,
you can also use the following method:
1. Select one or several events in the Project window.
2. Pull down the Audio menu and select “Find Selected in Pool”.
The corresponding clip(s) will be located and highlighted in the Pool. If the Pool win-
dow isn’t already open it will be opened.

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19 – 432 The Pool
Searching for audio files on disk
The Pool can help you locate audio files on your hard disk or other me-
dia. This works much like the regular file search, but with a couple of
extra features:
1. Click the Search button in the toolbar.
A lower pane appears in the window, displaying the search functions.

2. Use the Folder pop-up menu to specify where to search.


The pop-up menu will list all your local drives and removable media.

• If you want to limit the search to certain folders, choose “Select Search
Path” and select the desired folder in the dialog that appears.
The search will include the selected folder and all subfolders. Note also that folders
you have recently selected using the “Select Search Path” function will appear on the
pop-up menu, allowing you to quickly select any of them.

3. Specify the name of the file(s) to search for in the Name field.
You can use partial names or wildcards (*), if you like. Note however, that the function
only searches for audio files of the supported formats.

4. Click the Search button in the search pane.


The search is started and the Search button is labeled Stop – click this to cancel the
search if needed.
When the search is finished, the found files are listed to the right.

• To audition a file, select it in the list and use the playback controls to
the left (Play, Stop, Pause and Loop).
If Auto Play is activated, selected files will automatically be played back.
• To import a found file into the Pool, select it in the list and click the Im-
port button in the search pane.
5. To close the search pane, click the Search button in the toolbar again.

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The Pool 19 – 433
About missing files
When you open a project, you may get a warning that one or more files
are “missing”. If you click Close in the warning dialog, the project will
open anyway, without the missing files. In the Pool you can check which
files are considered missing. This is indicated by a question mark in the
Status column.
A file is considered missing under one of the following conditions:

• The file has been moved or renamed outside the program since the last
time you worked with the project, and you ignored the Resolve Missing
files dialog when you opened the project for the current session.

• You have moved or renamed the file outside the program during the
current session.
• You have moved or renamed the folder in which the missing files are
located.

Locate missing files


1. Select “Find Missing Files” from the Pool menu.
The Resolve Missing Files dialog opens.

2. In the dialog that appears, decide if you want the program to try to find
the file for you (Search), if you want to do it yourself (Locate) or if you
want to specify in which directory the program should search for the
file (Folder).

• If you select Locate, a file dialog opens, allowing you to locate the file
manually.
Click “Open” when you have located the file.

• If you select Folder, a dialog opens to let you specify the directory in
which the missing file can be found.
This might be the preferred method if you have renamed or moved the folder contain-
ing the missing file, but the file still has the same name. Once you select the correct
folder, the program finds the file and you can close the dialog.

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19 – 434 The Pool
• If you select Search, the program will scan your hard disks for a file
with the proper name and display them in a list.
The dialog allows you to specify which folder or disk should be scanned. Click the
Search Folder button, select a directory or a disk and then click the Start button. If
found, select the file from the list and click “Accept”. Afterwards Nuendo tries to map
all other missing files automatically.

Reconstructing missing edit files


If a missing file cannot be found (e.g. if you have accidentally deleted
it from the hard disk) it will normally be indicated with a question mark
in the Status column in the Pool. However, if the missing file is an edit
file (a file created when you process audio, stored in the Edits folder
within the project folder), it may be possible for the program to recon-
struct it by recreating the editing to the original audio file:
1. Open the Pool and locate the clip(s) for which files are missing.
2. Check the Status column – if this says “Reconstructible”, the file can
be reconstructed by Nuendo.
3. Select the reconstructible clips and select “Reconstruct” from the
Pool menu.
The editing is performed and the edit files are recreated.

Removing missing files from the Pool


If the Pool contains audio files that cannot be found or reconstructed,
you may want to remove these:

• Select “Remove Missing Files” from the Pool menu to remove all miss-
ing files from the Pool (and remove their corresponding events from
the Project window).

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The Pool 19 – 435
Auditioning clips in the Pool
There are two methods you can use to audition clips in the Pool:

• By selecting a clip and activating the Play button.


The whole clip will play back, unless you stop playback by clicking the Play button again.

The Play button.

• By clicking somewhere in the waveform image for a clip.


The clip will play from the position in the waveform you click until the end of the clip,
unless you stop playback by clicking the Play button, or by clicking anywhere else in
the pool window.

Clicking in the waveform image to audition a clip.

• In both cases, the audio will be routed directly to the first output bus.
You can adjust the auditioning level with the miniature level fader on the toolbar. This
does not affect the regular playback level.
If you have activated the Loop button before you audition, the follow-
ing will happen:

The Loop button.

• If you click the Play button to audition a clip, it will repeat indefinitely
until you stop playback by clicking the Play or Loop button again.

• If you click in the waveform image to audition, the section from the
point you clicked to the end of the clip will repeat indefinitely until you
stop playback.

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19 – 436 The Pool
Opening clips in the Sample Editor
The Sample Editor allows you to perform detailed editing on the clip
(see the Sample Editor chapter for details). You can open clips in the
Sample Editor directly from the Pool in the following ways:

• If you double click on a clip waveform icon, the clip will open in the
Sample Editor.

• If you double click on a region in the Pool, its clip will open in the
Sample Editor with the region selected.
One practical use for this is to set a snap point for a clip (see page
376). When you later insert the clip from the Pool into the project, you
can have it properly aligned according to the set snap point.

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The Pool 19 – 437
Import Medium...
The Import Medium dialog is used for importing files directly into the
Pool. It is opened by using the Pool menu or by using the Import button
in the Pool window.

Clicking the Import button...

...opens the Import dialog:

The Import Medium dialog is a standard file dialog, where you can nav-
igate to other folders, audition files etc. The following audio file formats
can be imported:
• Wave (Normal or Broadcast, see page 604)
• AIFF
• AIFC (Compressed AIFF)
• REX or REX 2 (see page 700)
• Dolby Digital AC3 file (.ac3 – if you have the Steinberg Dolby Digital Encoder
installed in your system)
• DTS file (.dts – if you have the Steinberg DTS Encoder installed in your system)
• Sound Designer II
• MPEG Layer 2 and Layer 3 (mp2 and mp3 files – see page 701)
• Ogg Vorbis (ogg files – see page 701)
• Windows Media Audio (Windows only – see page 701)
• Wave64 (.w64 files)
• Stereo or mono
• Any sample rate (although files with another sample rate than the one used in
the project will play back at the wrong speed and pitch – see below).
• 8, 16, 24 bit or 32 bit float resolution
In addition, AVI, QuickTime, Windows Media Video (Windows only)
and MPEG 1 and 2 video files can be imported into the Pool.

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19 – 438 The Pool
❐ It is also possible to use the commands on the Import submenu on the
File menu to import audio or video files into the Pool.

❐ For video files to be played back correctly, the right codecs have to be
installed.

When you select a file in the Import Medium dialog and click Open,
the Import Options dialog will appear.

It contains the following options:


• Copy File to Working Directory.
Activate this if you want a copy of the file to be made in the Project’s Audio folder, and
have the clip refer to this copy. If the option is off, the clip will refer to the original file in
the original location (and will thus be marked as “external” in the Pool – see page 427).
• Convert to Project.
Here you can choose to convert the sample rate and/or the sample size (resolution) to
the current format used in the project. The options will only be available if necessary (if
the sample rate is different than the one set for the project and/or if the sample size is
lower than the record format used in the project).
Note that if you are importing several audio files in one go, the Import Options dialog
will instead contain a “Convert if needed” checkbox. When this is activated, the im-
ported files will be converted only if the sample rate is different or the sample size is
lower than the project’s.

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The Pool 19 – 439
• Split Channels
If this is activated, stereo and multi-channel files will be split into a corresponding num-
ber of mono files – one for each channel – and these will be imported into the Pool.
Note that if you use this option, the imported files will always be copied to the Project’s
Audio folder, as described above.
• Do not Ask again.
If this is ticked, you will always import files according to the settings you have made, with-
out this dialog appearing. This can be reset again in the Preferences–Audio Editing dia-
log.

❐ You can always convert later should you so wish, by using the Convert
Files (see page 445) or Conform Files (see page 446) options.

Importing audio CD tracks


You can import tracks (or sections of tracks) from an audio CD directly
into the Pool by using the “Import Audio CD” function on the Pool menu.
This opens a dialog in which you can specify which tracks should be
grabbed from the CD, converted to audio files and added to the Pool.
For details about the Import Audio CD dialog, see page 697.

Exporting regions as audio files


If you have created regions within an audio clip (see page 382) these
can be exported as separate audio files. To create a new audio file
from a region, proceed as follows:
1. In the Pool, select the region you wish to export.
2. Pull down the Audio menu and select “Bounce Selection”.
A browser dialog opens.
3. Select the folder in which you want the new file to be created.
A new audio file is created in the specified folder. The file will have the name of the re-
gion and will automatically be added to the Pool.
• If you have two clips that refer to the same audio file (different “ver-
sions” of clips, e.g. created with the “Convert to Real Copy” function),
you can use the Bounce Selection function to create a new, separate
file for the copied clip.
Select the clip and select Bounce Selection – you will be asked for a location and
name for the new file.

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19 – 440 The Pool
Changing the Pool Record folder

The Pool Record folder.

The Pool Record folder is where all audio clips that you record in the
project will end up in the Pool. The Pool Record folder is indicated by
the text “Record” in the Status column, and by a red dot on the folder it-
self, as shown in the picture above. By default, this is the main Audio
folder. You can, however, at any time create a new Audio subfolder and
designate this as your Pool Record folder. Proceed as follows:
1. Select the Audio folder or any audio clip.
You cannot designate the Video folder (or a subfolder in it) as the Pool Record folder.

2. Select “Create Folder” on the Pool menu.


A new empty audio subfolder appears in the Pool.

3. Select the new folder.


4. Select “Set Pool Record Folder” on the Pool menu, or click in the new
folders Status column.
The new folder now becomes the Pool Record folder, and any audio recorded in the
project will from this point on end up in this folder.

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The Pool 19 – 441
Organizing clips and folders
If you accumulate a large number of clips in the Pool, it may sometimes
be difficult to quickly find specific items. In such cases, organizing clips
in new subfolders with suitable names that reflect the content can be a
solution. For example, you could put all sound effects in one folder, all
lead vocals in another etc. Proceed as follows:
1. Select the type of folder, audio or video, in which you want to create a
subfolder.
You cannot put audio clips in a video folder and vice versa.

2. Select “Create Folder” on the Pool menu.


A new empty subfolder named “New Folder” appears in the Pool.

3. Click on the name and type in a new appropriate name for the folder.
4. Select and drag the clips you wish to move to the new folder.
5. Repeat steps 1-4 as necessary.

Applying processing to clips in the Pool


You can apply audio processing to clips from within the Pool, just like
you can to events in the Project window. Simply select the clip(s) and
select a processing method or a saved batch process from the Audio
menu. To find out more about audio processing, see page 329.

Freeze Edits
If you have applied processing to a clip, either in the Project window
or in the Pool, this is indicated by the red and grey waveform symbol in
the Status column. This processing can always be undone using the
Offline Process History (see page 354). You can also use the Freeze
Edits function to create a new file with processing applied or replace
the original with a processed version – see page 359.

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19 – 442 The Pool
Minimize File
This item on the Pool menu allows you to change the size of audio
files according to the audio clips referenced in a project. The files pro-
duced using this option will only contain the audio file portions actu-
ally used in the project, which can significantly reduce the size of the
project (given that large portions of the audio files are unused).

• This operation will permanently alter the selected audio files in the
Pool (the process cannot be undone), so be careful with this com-
mand!
If this is not what you want, you can use the “Save Project to New Folder” File menu
item instead. This function also has the option of minimizing files, but copies all files
into a new folder, leaving the original project untouched. See page 681.
It is useful for archiving purposes. If you have completed a project and
wish to minimize the project size as much as possible, use this function.
Proceed as follows:
1. Select the file(s) you wish to minimize in the Pool.
2. Select “Minimize File” from the Pool menu.
An alert appears informing you that the entire Edit History will be cleared. You will at
this point have the option of cancelling or continuing the operation.

3. After the operation is finished, another alert asks you to save the
project, to update the new file references.
Do so.
The audio file(s) in the Pool Record folder will now be cropped so that
only the audio actually used in the project remains in the correspond-
ing audio file.

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The Pool 19 – 443
Prepare Archive
This Pool menu command should be used when you want to archive a
project. It checks that every clip referenced in the project is located in
the same folder. To be more precise, it does the following:

• Any files that are located outside the current project folder will be cop-
ied to it.
Please note that audio files that reside within the project folder will not be copied to
the audio folder. You will therefore have to copy them there manually before backing
up the audio folder or save them separately during backup, see below.
• If any processing has been applied, you will be asked whether you
want to Freeze Edits.
If you do this, you don’t have to archive the Edit folder. Everything belonging to the
project will be contained in the project file and the Audio folder.
• Once you have performed a Prepare Archive, you can copy the
project file, the Audio folder and any other audio material you saved in
the project folder to backup disks, etc.
It is not necessary to archive the Images folder, since these can be recreated by Nu-
endo. You may also find a file with the extension “.csh” in the project folder. This con-
tains image information for edited clips and other data that can be recreated, and can
safely be deleted.

❐ Video clips are always referenced, and are not stored in the project folder.

Importing and exporting Pool files


You can export a Pool as a separate file (file extension “.npl”), by using
the Export Pool command on the Pool menu. If you import a Pool file
with the Import Pool command, the file references in it are “added” to
the current Pool.

• The audio and video files themselves are not saved in the Pool file, only
a reference to them.
For there to be any point in importing a Pool file, you need access to all reference files
(which preferably should have the same file paths as when the Pool was saved).

• You can also save and open libraries – stand-alone Pool files that are not
associated with a project.
See page 682.

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19 – 444 The Pool
Convert Files

Selecting Convert Files on the Pool menu opens the Convert Options
dialog which operates on selected files. Use the pop-up menus to
specify which audio file attributes you want to keep and which you
want to convert. The options are:

• Sample Rate
Keep as is, or convert to a sample rate between 8.000 and 192.000 kHz.

• Sample Width
Keep the sample width (resolution) as is, or convert to 16 bit, 24 bit or 32 Bit float.

• Channels
Keep as is, or convert the file to Mono or Stereo Interleaved.

• File Format
Keep as is, or convert to Wave, AIFF, Wave 64 or Broadcast Wave format.

Options
When you convert a file, you can use the Options pop-up to set one of
the following options regarding what to do with the new file:
Option Description

New Files Creates a copy of the file in the audio folder and converts this new file
according to the chosen attributes. The new file is added to the Pool,
but all clip references will still point to the original, unconverted file.

Replace Files Converts the original file without changing clip references. The refer-
ences are however saved with the next save action.

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The Pool 19 – 445
Option Description

New + Replace Creates a new copy with the chosen attributes, replaces the original
in Pool file with the new one in the Pool and redirects the current clip refer-
ences from the original file to the new file. This is the option to select
if you want your audio clips to refer to the converted file, but still want
to keep the original file on disk (e.g. if the file is used in other projects).

Conform Files
By using this Pool menu command, you will change all selected files
that have different file attributes than what is specified for the project,
to conform to this standard. Proceed as follows:
1. Select all clips in the Pool.
2. Select “Conform Files” on the Pool menu.
A dialog opens allowing you to choose between keeping or replacing the original un-
converted files in the Pool. The following applies:
• Clip/event references in the pool are always redirected to the conformed files.
• If any 'keep' option is selected, original files remain in the Project’s Audio folder
and new files are created.
• If you select the “Replace” option, files in the Pool and in the Project’s Audio
folder are replaced.

Extract Audio from Video


This Pool menu item allows you to extract the audio from a video file on
disk and automatically generate a new audio clip that will appear in the
Pool Record folder. The resulting clip will have the following properties:

• It will get the same file format and sample rate/width as is used in the
current project.

• It will get the same name as the video file.

• This function is not available for mpeg video files.

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19 – 446 The Pool
Options and Settings
Customizing the view

• You can specify which of the columns should be shown or hidden by


selecting the View pop-up on the toolbar and ticking items on or off.

• You can rearrange the order of the columns by clicking on a column


heading and dragging the column to the left or to the right.
The mouse pointer changes to a hand when you place it on the column heading.

• The width of a column can also be adjusted by placing the pointer be-
tween two column headers and dragging left or right.
The pointer changes to a divider when you place it between two column headers.

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19 – 448 The Pool
20
MIDI realtime parameters and
effects
Introduction
For each MIDI track, you can set up a number of track parameters and
MIDI effects. These affect how the MIDI data is played back, “transform-
ing” MIDI events in real time before they are sent to the MIDI outputs.
On the following pages, the available parameters and effects are de-
scribed. Keep in mind:
• The actual MIDI events will not be affected – the changes happen “on the fly”.
• Since the track parameter settings don’t actually change the MIDI data on the
track, they will not be reflected in the MIDI editors. To convert the settings to
“real” MIDI events, you need to use the Merge MIDI in Loop function (see
page 465).

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The Inspector – General handling
The track parameters and effects are set up in the Inspector (although
some settings are available in the mixer as well, see page 196). Here’s
a brief rundown on how to handle the Inspector:

• To show or hide the Inspector, click the Inspector icon on the Project
window’s toolbar.

• The Inspector for a MIDI track is divided into seven sections. You can
fold or unfold the sections individually by clicking the tabs in their up-
per right corners.
Clicking the tab for a hidden section brings it to view and hides the other sections.
[Ctrl]/[Command]-clicking the tab allows you to hide or show a section without affect-
ing other sections. Finally, [Alt]/[Option]-clicking a tab shows or hides all sections in
the Inspector.

• Folding a section does not affect the functionality but merely hides the
section from view.
In other words, your settings will still be active even if you fold the Inspector settings.

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Basic track settings

The topmost Inspector section contains the basic settings for the se-
lected MIDI track. These are settings that either affect the basic func-
tionality for the track (mute, solo, enable record, etc.) or send out
additional MIDI data to the connected devices (program change, vol-
ume, etc.). The section contains all settings in the Track list (see page
85), with a few additional parameters:
Parameter Description

Track name field Click to rename the track.

Mute/Solo buttons Mutes or solos the MIDI track.

Read/Write buttons Used for automating the track settings – see page 294.

Input transformer Opens the Input Transformer dialog, allowing you to transform
button incoming MIDI events in real time. See the separate document
“MIDI devices and features”.

Record enable button Activate this to make the track ready for recording.

Monitor button When this is activated (and MIDI Thru Active is on in the Prefer-
ences–MIDI dialog), incoming MIDI will be routed to the selected
MIDI output.

Toggle Timebase Switches between musical (tempo related) and linear (time re-
button lated) time base for the track. See page 110.

Lock button Activating this disables all editing of all events on the track.

Edit button This opens the channel settings window for the track (a window
showing a channel strip with volume fader and other controls,
along with effect settings – see page 222).

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20 – 452 MIDI realtime parameters and effects
Parameter Description

Volume Use this to adjust the level for the track. Changing this setting
will move the track’s fader in the Mixer window, and vice versa.
See page 199 for more about setting levels.

Pan Use this to adjust the panning of the track.

Delay This adjusts the playback timing of the MIDI track. Positive val-
ues delay the playback while negative values cause the track to
play earlier. The values are set in milliseconds.

In/Out/Chn pop-ups This is where you select MIDI input, MIDI output and MIDI chan-
nel for the track.

Edit VST Instrument If the MIDI track is routed to a VST instrument, clicking this but-
button ton opens the control panel for the VST instrument.

Bnk/Prg/Programs Allows you to select sounds by sending MIDI Bank Select and
Program Change messages (see below)

Map pop-up Allows you to select a drum map for the track – see page 534.

• Note that the functionality of the “Programs” settings (used for selecting
sounds in the connected MIDI instrument) depends on to which instru-
ment the MIDI output is routed, and how you have set up this in the MIDI
Device Manager.
As described in the separate document “MIDI devices and features”, the MIDI Device
Manager allows you to specify which MIDI instruments and other devices are connected
to the various MIDI outputs, thus making it possible to select patches by name.

• Many of the basic track settings are duplicated in “mixer channel strip
form”, in the Channel section at the bottom of the Inspector.
See page 454.

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MIDI realtime parameters and effects 20 – 453
Other Inspector sections
Apart from the basic track settings (above), the Track Parameters and
the effect sections (both described on the following pages), the Inspec-
tor for a MIDI track also contains the following:

The Channel section


This contains a single channel strip, allowing you to set volume, pan,
mute/solo and other parameters for the track.

• This is a “mirror” of the track’s channel strip in the Nuendo mixer – for
details see page 196.

The Notepad section


This is a standard notepad, allowing you to enter notes and comments
about the track. Each track has its own notepad in the Inspector.

The Network section


This contains controls related to Nuendo’s Network functions. See
the Networking pdf document for information.

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20 – 454 MIDI realtime parameters and effects
Track parameters

The following settings will affect the MIDI events on the track in real
time during playback. They will also be in effect if you play “live” with
the track selected and record enabled (provided that “MIDI Thru Ac-
tive” is activated on the Preferences–MIDI page). This makes it possi-
ble to e.g. transpose or adjust the velocity of your live playing.

• If you want to compare the result of your track parameters with the “un-
processed” MIDI, you can use the Bypass button in the Track Parameters
section.
When this is activated, the Track Parameter settings will be temporarily disabled. A by-
passed section is indicated by its Inspector tab turning yellow.

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MIDI realtime parameters and effects 20 – 455
Transpose
This allows you to transpose all notes on the track in semitones. The
available range is -127 to +127 semitones, but remember that the to-
tal range of MIDI note numbers is 0 to 127. Furthermore, not all instru-
ments can play back notes over the whole range. Therefore, extreme
transpositions can give rather strange and unwanted results.

Velocity Shift
This setting lets you change the dynamics of all notes on the track.
The value in this field is added to the velocity of each note message
that is sent out (use negative values to lower the velocities). The range
is -127 to +127 with 0 representing no change in velocity.
Note that the effects of changing the velocity depends on the sound
and instrument.

Velocity Compression
This function multiplies the velocity values with the factor you specify.
This factor is set using a numerator (left value) and a denominator (right
value), resulting in a fractional number (1/2, 3/4, 3/2 etc.). For example,
if you set the factor to 3/4, the velocities will be three quarters of their
original values. The point is, that this will also affect the difference in ve-
locity between the notes, thereby compressing or expanding the veloc-
ity scale. Typically, you would combine this setting with the Velocity
Shift parameter. An example:
Let’s say you have three notes with the velocity values 60, 90 and
120, and wish to “even out” the velocity differences somewhat. If you
set the Velocity Compression value to 1/2, the notes will play back
with the velocities 30, 45 and 60. By adding 60 in the Velocity Shift
field, you will have the notes playing back with the velocities 90, 105
and 120, meaning you have in effect compressed the velocity range.
In a similar way, you can use Velocity Compression values greater than
1/1 together with negative values in the Velocity Shift field, to expand
the velocity range.

❐ Remember that the maximum velocity is always 127 no matter how


much you try to expand.

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20 – 456 MIDI realtime parameters and effects
Length Compression
This value adjusts the lengths of all notes on the track. As with Veloc-
ity Compression, the value is set with a numerator and denominator.
For example, the value 2/1 means that all note lengths will be doubled,
while 1/4 means all note lengths will be quarter of the actual lengths.
Random
The Random settings let you introduce random variations to various
properties of MIDI notes. Anything from very subtle variations to dra-
matic changes can be applied. There are two separate “Random gen-
erators”, each of which are set up in the following way:
1. Pull down the Random pop-up menu and select which note property
should be randomized.
The options are position, pitch, velocity and length.

• Keep in mind that depending on the content of the track, certain param-
eter changes might not be immediately noticeable, or have any effect at
all (as would be the case if applying random length to a percussion track
playing “one-shot” samples for example).
To best audition the random changes choose a track with clearly defined rhythm and
note content, if possible (as opposed to a string pad).

2. Set the desired range of random deviation by entering values in the


two number fields.
The two values govern the limits of the randomization, so that the values will vary be-
tween the left value and the right value (you cannot set the left value higher than the
right value). The maximum random range for each property is listed in the table below:

Property Range

Position -500 to +500 ticks

Pitch -120 to +120 semitones

Velocity -120 to +120

Length -500 to +500 ticks

• Note again that you can make independent settings for the two random
generators.

• To deactivate the Random function, pull down the Random pop-up


menu(s) and select “OFF”.

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MIDI realtime parameters and effects 20 – 457
Range
The Range function lets you specify a note (pitch) or velocity range
and either force all notes to fit within this range, or exclude all notes
outside this range from playback. As with the Random function, there
are two separate Range settings. Set them up as follows:
1. Pull down the Range pop-up menu and select one of the following
four modes:
Mode Description

Vel. Limit This function affects all velocity values outside the specified range.
Velocity values below the Min setting (the lower limit of the range) are
set to the Min value, and velocity values above the Max setting are set
to the Max value. Notes with velocity values within the set range are
not affected. Use this if you want to force all velocity values to fit
within a certain range.

Vel. Filter Velocity Filter works by excluding all notes with velocity values out-
side the specified range. Notes with velocity values below the Min
setting or above the Max setting will not be played back. Use this to
“isolate” notes with certain velocity values.

Note Limit This function allows you to specify a pitch range, and forces all notes
to fit within this range. Notes outside the specified range are trans-
posed up or down in octave steps until they fit within the range.
Note: If the range is too “narrow”, so that some notes cannot be fit
within the range by octave-transposing, these notes will get a pitch in
the middle of the range. For example, if you have a note with a pitch
of F3, and the range is C4-E4, that note will be transposed to D4.

Note Filter Note Filter works by excluding all notes with pitches outside the
specified range. Notes lower than the Min setting or higher than the
Max setting will not be played back. Use this to “isolate” notes with
certain pitches.

2. Use the two fields to the right to set the min and max values.
These values will be shown as numbers (0-127) for the velocity modes and as note
numbers (C-2 to G8) for the pitch modes.
Note again that you can make independent settings for the two Range
functions.

• To deactivate the Range function, pull down the Range pop-up


menu(s) and select “OFF”.

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20 – 458 MIDI realtime parameters and effects
MIDI effects
Nuendo comes with a number of MIDI effect plug-ins, capable of
transforming the MIDI output from a track in various ways.
Just like the MIDI track parameters, MIDI effects are applied in real
time to the MIDI data played back from the track (or to MIDI you play
live “thru” the track).

What are MIDI effects?


Although a MIDI effect can be similar to an audio effect, it’s important
to remember that you’re not processing the sound resulting from MIDI
playback, but the MIDI data (the “instructions” for how the music
should be played back).
A MIDI effect will change properties of the MIDI events (e.g. change
the pitch of notes) and/or generate new MIDI events (for example, a
MIDI delay may add new MIDI notes, “echoing” the original notes).

• The included MIDI effect plug-ins are described in the separate “MIDI de-
vices and features” document.

Insert and send effects


As with audio effects, there are two ways to route the MIDI events on
a track to an effect:

• If you add an insert effect, the MIDI events will be sent to the effect, which
will process the data and pass it on to the track’s MIDI output (or to an-
other insert effect).
In other words, the MIDI events will be routed “through” the insert effect.

• If you use a send effect, the MIDI events will be sent both to the track’s
MIDI output and to the effect.
That is, you will get both the unprocessed MIDI events and the output of the MIDI ef-
fect. Note that the effect can send its processed MIDI data to any MIDI output – not
necessarily to the one used by the track.
There are separate sections in the Inspector for Inserts and Sends:

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MIDI realtime parameters and effects 20 – 459
Inserts section

This allows you to add up to four MIDI insert effects. The section con-
tains the following items:
Item Description

Edit button Opens the Channel Settings window for the MIDI track.

Bypass button Click this to temporarily disable all insert effects for the track
(useful for comparing with the unprocessed MIDI, etc.).

Inserts section tab This lights blue if any insert effect is activated.

Effect selection Selecting an effect from this pop-up menu automatically activates
pop-up menu (x 4) it and brings up its control panel (which can be a separate win-
dow or a number of settings below the insert slot in the Inspector).
To remove an insert effect completely, select “No Effect”.

On button (x 4) Allows you to turn the selected effect on or off.

Edit button (x4) Click this to bring up the control panel for the selected effect.
Depending on the effect, this may appear in a separate window
or below the insert slot in the Inspector. Clicking the button
again hides the control panel.

• Effects that display their controls in the Inspector can be forced to ap-
pear in a separate control panel window by pressing [Alt]/[Option] and
clicking the Edit button.

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20 – 460 MIDI realtime parameters and effects
Sends section

This allows you to add up to four MIDI send effects. Unlike audio send
effects, you can select and activate send effects individually for each
track. The section contains the following items:
Item Description

Edit button Opens the Channel Settings window for the MIDI track.

Bypass button Click this to temporarily disable all send effects for the track
(useful for comparing with the unprocessed MIDI, etc.).

Sends section tab This lights blue if any send effect is activated.

Effect selection Selecting an effect from this pop-up menu automatically activates
pop-up menu (x 4) it and brings up its control panel (which can be a separate win-
dow or a number of settings below the send slot in the Inspector).
To remove a send effect completely, select “No Effect”.

On button (x 4) Allows you to turn the selected effect on or off.

Edit button (x4) Click this to bring up the control panel for the selected effect.
Depending on the effect, this may appear in a separate window
or below the sends slot in the Inspector. Clicking the button
again hides the control panel.

Output pop-up This determines to which MIDI output the effect should send the
menu (x4) processed MIDI events.

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MIDI realtime parameters and effects 20 – 461
Item Description

Channel setting (x4) This determines on which MIDI channel the effect should send
the processed MIDI events.

Pre button (x4) If this is activated, the MIDI signals will be sent to the send ef-
fects before the track parameters and insert effects.

• Effects that display their controls in the Inspector can be forced to ap-
pear in a separate control panel window by pressing [Alt]/[Option] and
clicking the Edit button.

Applying a MIDI insert effect – an example


Here is a step-by-step example of how to add a MIDI insert effect to a
MIDI track:
1. Select the MIDI track and open the Inspector.
2. Click the Inserts tab in the Inspector.

• Alternatively you could use the mixer: bring up the extended mixer
panel and select “Inserts” on the view options pop-up menu for the
track’s channel strip.
3. Click in one of the insert slots to show the MIDI effect pop-up menu.
4. Select the desired MIDI effect from the pop-up menu.
The effect is automatically activated (the power button for the insert slot lights up) and
its control panel appears, either in a separate window or in the Inserts section below
the slot (depending on the effect).
Now all MIDI from the track will be routed through the effect.
5. Use the control panel to make settings for the effect.
All included MIDI effects are described in the separate “MIDI devices and features”
document.

• You can bypass the insert effect by clicking its power button (above
the insert slot).

• To bypass all insert effects for the MIDI track, use the bypass button in
the Inserts section in the Inspector, in the mixer channel strip or in the
Track list.

• To remove an insert effect, click in its slot and select “No Effect”.

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About presets
Several of the MIDI plug-ins come with a number of presets for instant
use. The controls for handling presets consist of a Presets pop-up
menu along with Store (+) and Remove (-) buttons.

• To load a preset, select it from the Presets pop-up menu.

• To store your current settings as a preset, click the (+) button to the
right.
A dialog appears, asking you to specify a name for the preset. The stored preset will
then be available for selection from the pop-up menu for all instances of that MIDI plug-
in, in all projects.

• To remove a stored preset, select it and click the (-) button to the right.

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MIDI realtime parameters and effects 20 – 463
Managing plug-ins
Selecting Plug-in Information from the Devices menu opens a window
in which all loaded plug-ins, audio and MIDI, are listed.

• To view the MIDI effect plug-ins, click the MIDI Plug-ins tab.

• The leftmost column allows you to deactivate plug-ins.


This is useful if you have plug-ins installed that you don’t want to use in Nuendo. Only
plug-ins that are activated (ticked checkbox) will appear on the MIDI effect pop-up
menus.

• The second column shows how many instances of each plug-in are
currently used in the project.

• The remaining columns show various information about each plug-in


and cannot be edited.

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20 – 464 MIDI realtime parameters and effects
Merge MIDI in Loop
As mentioned, the parameters and effects described in this chapter do
not change the MIDI events themselves, but work rather like “filters”,
affecting the music on playback. However, sometimes you may want to
make these settings permanent, i.e. convert them to “real” MIDI events
on the track. You might for example want to transpose a track and then
edit the transposed notes in a MIDI editor. For this, you need to use
the Merge MIDI in Loop function on the MIDI menu. This combines all
MIDI events on all unmuted tracks, applies track parameters and ef-
fects and generates a new MIDI part, containing all the events as you
would hear them play back.
1. Make sure only the desired MIDI track(s) are unmuted.
If you only want to include events from a single track in the Merge operation, you may
want to solo the track.

2. Set up the left and right locator around the area you want to merge.
Only events starting within this cycle area will be included.

3. Select the track on which you want the new part to be created.
This could be a new track or an existing track. If there are data in the cycle area on the
track, you can choose whether this should be kept or overwritten (see below).

4. Select Merge MIDI in Loop from the MIDI menu.

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MIDI realtime parameters and effects 20 – 465
5. Fill in the dialog that appears.
The options in the dialog are:

Option Description

Include Inserts If this is activated, any MIDI insert effects activated for the track(s)
will be applied.

Include Sends If this is activated, any MIDI send effects activated for the track(s)
will be applied.

Erase Destination If this is activated, all MIDI data between the left and right locator
on the destination track will be deleted.

6. Click OK.
A new part is created between the locators on the destination track, containing the
processed MIDI events.

Applying effects to a single part


Normally, the MIDI track parameters and effects affect a whole MIDI
track. This may not always be what you want – you may want to apply
some MIDI effects to a single part for example (without having to cre-
ate a separate track for that part only). The Merge MIDI in Loop func-
tion can help:
1. Set up your track parameters and MIDI effects the way you want them
for the part.
This will of course affect the whole track, but focus on the part for now.

2. Set the locators to encompass the part.


This is easiest done by selecting the part and selecting Locators to Selection from the
Transport menu (or using the corresponding key command, by default [P]).

3. Make sure the track holding the part is selected in the Track list.
4. Select Merge MIDI in Loop.
5. In the dialog that appears, activate the desired effect options, make
sure that Erase Destination is activated and click OK.
Now a new part is created on the same track, containing the processed events. The
original part is deleted.

6. Turn off or reset all track parameters and effects, so that the track
plays back as usual.

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21
MIDI processing and quantizing
Introduction
This chapter describes the various MIDI processing functions available
on the MIDI menu. These offer various ways to change MIDI notes and
other events, in the Project window or within a MIDI editor.

MIDI functions vs. track parameters


In some cases, the result of a MIDI function can also be obtained by
using MIDI track parameters and effects (see page 450). For example,
the MIDI functions transpose and quantize are also available as a track
parameter and a MIDI effect, respectively. The main difference is that
track parameters don’t affect the actual MIDI events on the track in any
way, while MIDI functions change the events “permanently” (although
recent changes can be undone). Use the following guidelines to de-
cide which path to choose:
• If you want to adjust a few parts or events only, use MIDI functions. The track
parameters and effects affect the output of the whole track (although they can
be made permanent in a specific area with the Merge MIDI in Loop function).
• If you want to experiment with different settings, track parameters can be the
best way to go.
• Track parameter settings are not reflected in the MIDI editors, since the actual
MIDI events aren’t affected. This can be potentially confusing; if you’ve e.g.
transposed notes using track parameters, the MIDI editors will still show the
notes with their original pitch (but they will play back at their transposed pitch).
MIDI functions can be a better way in those cases.
Of course, there are also MIDI functions that have no track parameter
counterpart, and vice versa.

What is affected by the MIDI functions?


Which events are affected when you use a MIDI function depends on
the function, the active window and the current selection:
• A MIDI function may only apply to MIDI events of a certain type.
For example, quantization affects notes only, while the Delete Controllers function ob-
viously applies to MIDI controller events.
• In the Project window, the MIDI functions apply to all selected parts, affecting
all events (of the relevant types) in them.
• In the MIDI editors, the MIDI functions apply to all selected events. If no events
are selected, all events in the edited part(s) will be affected.

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Quantizing
What is quantizing?
Quantizing in its fundamental form is a function that automatically
moves recorded notes, positioning them on exact note values:
For example, if you record a series of eighth notes, some of them may end up slightly
beside the exact eighth note positions.

Quantizing the notes with the quantize grid set to eighth notes
will move the “misplaced” notes to exact positions.

However, quantizing is not only a method of correcting errors, it can


also be used creatively in various ways. For example, the “quantize grid”
does not have to consist of perfectly straight notes, some notes can au-
tomatically be excluded from quantizing, etc.

• When quantizing MIDI, only notes are affected (not other event types).
It is also possible to quantize audio events, which is especially useful when working
with Nuendo’s loop slicing features – see page 402.

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MIDI processing and quantizing 21 – 469
Setting Up
At its most basic, setting up quantizing consists of selecting a note
value from the Quantize pop-up menu on the toolbar (in the Project
window or a MIDI editor).

Straight note values

Triplet note values

Dotted note values

By default, this allows you to quantize to exact note values (straight,


triplet or dotted notes) only. If you want more options, select “Quantize
Setup...” from the MIDI menu (or “Setup...” from the Quantize pop-up
menu) to open the Quantize Setup dialog.

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21 – 470 MIDI processing and quantizing
❐ Any settings you make in the dialog are immediately reflected in the
Quantize pop-up menus. However, if you want your settings permanently
available on the Quantize pop-up menus, you have to use the Presets
functions (see page 472).

The dialog contains the following settings:

Grid display

The grid display shows one bar (four beats), with blue lines indicating
the quantize grid (the positions that notes will be moved to).

The Grid and Type pop-ups


These are used to determine the basic note value for the quantizing
grid. In other words, these have the same functionality as the Quantize
pop-up menu on the toolbar.

Eighth note triplets selected as quantizing grid.

Swing
The Swing slider is only available when a straight note value is se-
lected for the grid and Tuplet is off (see below). It lets you offset every
second position in the grid, creating a swing or shuffle feel. When you
adjust the Swing slider, the result is shown in the grid display below.

A straight eighth note grid compared with a grid with 62% swing.

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MIDI processing and quantizing 21 – 471
Tuplet
Allows you to create more rhythmically complex grids, by dividing the
grid into smaller steps.

Magnetic Area
This allows you to specify that only notes within a certain distance
from the grid lines should be affected by quantizing.

• When the slider is set to 0%, the Magnetic Area function is deactivated,
i.e. all notes are affected by quantizing.
If you move the slider gradually to the right, you will note how the magnetic areas are
shown around the blue lines in the grid display.

Only notes within the indicated zones will be affected by quantizing.

Presets
The controls in the lower left corner of the dialog allow you to store
the current settings as a Preset, available on the Quantize menus in
the toolbars. The usual Preset procedures apply:

• To store the settings as a Preset, click the Store button.

• To “load” a stored Preset, showing the stored settings in the dialog,


just select it from the pop-up menu.
This is useful if you want to modify an existing Preset.

• To rename the selected Preset, double click on the name and type in
a new one.

• To remove a stored Preset, select it from the pop-up menu and click
Remove.
• You can also create Presets by having the program analyze an audio
event and extract the groove in the audio.
See page 417.

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21 – 472 MIDI processing and quantizing
Auto and Apply
These functions allow you to apply quantizing directly from the dialog,
as described below.

❐ If you don’t want to apply the quantizing you have set up in the dialog, you
can close the window by clicking its standard close box. You can also leave
the dialog open while you continue working.

The Non Quantize setting


This is an additional setting that affects the result of the quantizing. It
allows you to set a “distance” in ticks (120ths of sixteenth notes).

Events that already are within the specified distance from the quantize
grid will not be quantized. This allows you to keep slight variations
when you quantize, but still correct notes that are too far from the grid.

The Random Quantize setting


This is an additional setting that affects the result of the quantizing. It
allows you to set a “distance” in ticks (120ths of sixteenth notes).
Events will be quantized to random positions within the specified “dis-
tance” from the quantize grid, thus creating a more “loose” quantizing.
Much like the Non Quantize setting, this allows for slight variations,
while at the same time keeping notes from ending up too far from the
grid.

The Iterative Strength setting


This affects the results of the Iterative Quantize function, as described
below.

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MIDI processing and quantizing 21 – 473
Extracting a groove
You can extract the groove from an audio event or MIDI part and turn
it into a Quantize preset:

• To extract the groove from an audio event, you use Hitpoints and the
“Create Groove Quantize” function (see page 417).

• To extract the groove from a MIDI part, you select the part and select
“Part to Groove” from the Advanced Quantize submenu on the MIDI
menu.
In both cases, the resulting groove appears on the Quantize menus
and you apply it as you would any Quantize preset. You can also view
and edit the resulting quantize settings in the Quantize Setup dialog.

Applying quantize
There are several ways to apply the quantize:

• The standard method is to select “Over Quantize” from the MIDI menu
(or using a key command, by default [Q]).
This quantizes the selected MIDI parts or notes, according to the current Quantize
pop-up menu setting.

• You can also apply quantizing directly from the Quantize Setup dialog,
by clicking the “Apply” button.

• If you activate the “Auto” checkbox in the Quantize Setup dialog, any
change you make in the dialog is immediately applied to the selected
MIDI parts or notes.
A great way of using this feature is to set up a playback loop, and adjust the settings in
the dialog until you get the desired result.

❐ When you apply quantize, the result is based on the original position of the
notes. Therefore, you can freely try different quantize settings with no risk
of “destroying” anything. See also Undo and Freeze Quantize on page 477.

The Auto Quantize function


If you activate the Auto Q button on the Transport panel, all MIDI re-
cordings you make are automatically quantized according to the set-
tings you have made in the Quantize Setup dialog.

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21 – 474 MIDI processing and quantizing
Iterative Quantize
Another way to apply “loose” quantization is to use the Iterative Quan-
tize function on the MIDI menu. It works like this:
Instead of moving a note to the closest quantize grid position, Iterative
Quantize moves it only part of the way. You specify how much the
notes should be moved towards the grid with the Iterative Strength
setting in the Quantize Setup dialog.
Iterative Quantize is also different from “regular” quantization, in that
the operation is not based on the notes’ original positions but on their
current, quantized position. This makes it possible to repeatedly use
Iterative Quantize, gradually moving the notes closer to the quantize
grid until you’ve find the desired timing.

Quantize Lengths

❐ This function is only available from within the MIDI editors.

This function (on the Advanced Quantize submenu on the MIDI menu)
will quantize the length of the notes, without changing their start posi-
tions. At its most basic level, this function will set the length of the
notes to the Length Quantize value on the MIDI editors’ toolbar.
However, if you have selected the “Quantize Link” option on the
Length Quantize pop-up menu, the function will resize the note ac-
cording to the quantize grid, taking the Swing, Tuplet and Magnetic
Area settings into account. An example:

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MIDI processing and quantizing 21 – 475
1. Length Quantize set to “Quantize Link”.

2. Some notes, all a 1/16th note of length.

3. Here, the quantize value has been set to straight 1/16th notes with Swing at
100%. Since Snap is activated (see page 547), the quantize grid is reflected in the
note display’s grid.

4. Selecting Quantize Lengths will adjust the note lengths according to the grid. If
you compare the result to the first figure above, you will find that notes that started
within the odd sixteenth note “zones” got the longer grid length, and notes in the
even zones got the shorter length.

Quantize Ends
The Quantize Ends function on the Advanced Quantize submenu will
only affect the end positions of notes. Apart from that, it works just like
regular quantizing, taking the Quantize pop-up menu setting into ac-
count.

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Undo and Freeze Quantize
As mentioned above, the original position of each quantized note is
stored. Therefore, you can make the selected MIDI notes revert to
their original, unquantized state at any time, by selecting Undo Quan-
tize from the Advanced Quantize submenu. This is independent from
the regular Undo History.
However, there may be situations when you want to make the quantized
positions “permanent”. For example, you may want to quantize notes a
second time, having the results based on the current quantized posi-
tions rather than the original positions. To make this possible, select the
notes in question and select “Freeze Quantize” from the Advanced
Quantize submenu. This makes the quantized positions permanent.

❐ After you have performed a Freeze Quantize for a note, you cannot undo
its quantization.

Transpose
The Transpose item on the MIDI menu opens a dialog with settings for
transposing the selected notes:

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MIDI processing and quantizing 21 – 477
Semitones
This is where you set the amount of transposition.

Scale Correction
Scale Correction transposes the selected notes by forcing them to
the closest note of the selected scale type. This can be used for cre-
ating interesting key and tonal changes, either by itself or in conjunc-
tion with the other settings in the Transpose dialog.

• To activate Scale Correction, click the checkbox.

• Select a root note for the scale from the note drop-down menu.
Make sure to select the correct root note if you want to keep the result in the same key
as the original notes, or select an entirely different key if you want to experiment.

• Select the desired scale type from the Scale drop-down menu.

Keep Notes in Range


When this checkbox is activated, transposed notes will remain within
the Upper and Lower Barrier values.

• If a note ends up outside the barriers after transposition, it will be shifted


to another octave, keeping the correct transposed pitch if possible.
If this isn’t possible (if you have set a very narrow range between the Upper and Lower
Barrier), the note will be transposed “as far as possible”, i.e. to the Upper or Lower
Barrier note. If you set the Upper and Lower Barriers to the same value, all notes will be
transposed to this pitch!

OK and Cancel
Clicking OK performs the transposition. Clicking Cancel closes the
dialog without transposing.

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21 – 478 MIDI processing and quantizing
Other MIDI menu functions
The following items can be found on the MIDI menu–Functions sub-
menu:

Legato

Extends each selected note so that it reaches the next note. You can
specify the desired gap or overlap with the “Legato Overlap” setting in
the Preferences dialog (Editing page).

When using Legato with this setting, each note will be extended to end 5 ticks
before the next note.

Fixed Lengths

❐ This function is only available from within the MIDI editors.

This function resizes all selected notes to the length set with the
Length Quantize pop-up menu on the MIDI editor toolbar.

Delete Doubles
This function removes double notes, i.e. notes of the same pitch on the
exact same position. Double notes can occur when recording in Cycle
mode, after Quantizing, etc.

❐ This function always affects whole MIDI parts.

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MIDI processing and quantizing 21 – 479
Delete Controllers
This function removes all MIDI controllers from the selected MIDI parts.

❐ This function always affects whole MIDI parts.

Delete Continuous Controllers


This function removes all “continuous” MIDI controller events from the
selected MIDI parts. That is, “on/off” events such as sustain pedal
events are not removed.

❐ This function always affects whole MIDI parts.

Delete Notes
Allows you to delete very short or weak notes. This is useful for auto-
matically removing unwanted “ghost notes” after recording. Selecting
“Delete Notes...” opens a dialog in which you set up the criteria for the
function:

The parameters have the following functionality:

Minimum Length
When the Minimum Length checkbox is activated, the note length is
taken into account, allowing you to remove short notes. You can either
specify the minimum length (for notes to be kept) in the value display
or by dragging the blue line in the graphical length display below.

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21 – 480 MIDI processing and quantizing
• The graphical length display can correspond to 1/4 bar, one bar, two
bars or four bars.
You change this setting by clicking in the field to the right of the display.

In this case, the whole length display corresponds to one bar, and the Minimum
Length is set to 1/32nd notes (60 ticks).

Minimum Velocity
When the Minimum Velocity checkbox is activated, the velocity of
notes is taken into account, allowing you to remove weak notes. You
specify the minimum velocity (for notes to be kept) in the value display.

Remove when under


This setting is only available when both Minimum Length and Minimum
Velocity is activated. By clicking the value display, you select whether
both length and velocity criteria must be met for notes to be deleted, or
whether one of the criteria will suffice.

OK and Cancel
Clicking OK performs the automatic delete according to the rules set
up. Clicking Cancel closes the dialog without deleting notes.

Restrict Polyphony
Selecting this item opens a dialog in which you can specify how many
“voices” should be used (for the selected notes or parts). Restricting the
polyphony this way is useful when you have an instrument with limited
polyphony and want to make sure all notes will be played. The effect is
achieved by shortening notes as required, so that they end before the
next note starts.

Pedals to Note Length


This function scans for Sustain pedal on/off events, lengthens the af-
fected notes to match the Sustain pedal off position, and then removes
the Sustain Controller on/off events.

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MIDI processing and quantizing 21 – 481
Delete Overlaps (mono)
This function allows you to make sure that no two notes of the same
pitch overlap (i.e. that one starts before the other ends). Overlapping
notes of the same pitch can confuse some MIDI instruments (a new
Note On is transmitted before the Note Off is transmitted). This com-
mand can then be used to automatically rectify the problem.

Delete Overlaps (poly)


This function shortens notes when required, so that no note begins
before another ends. This happens regardless of which pitch the
notes have.

Velocity
This function opens a dialog that allows you to manipulate the velocity
of notes in various ways.

To apply the function, select one of the three processing types from
the Type pop-up, adjust the settings and click OK (to close the dialog
without applying, click Cancel).
The following types of velocity processing are available:

Add/Subtract
This simply adds a fixed number to the existing velocity values. You
set the value (positive or negative) with the Amount parameter.

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21 – 482 MIDI processing and quantizing
Compress/Expand
Compresses or expands the “dynamic range” of MIDI notes by scaling
the velocity values according to the Ratio setting (0 - 300%). The prin-
ciple behind this is that multiplying different velocity values with a factor
higher than 1 (over 100%) will also make the differences between ve-
locity values greater, while using a factor lower than 1 (under 100%)
will make the differences smaller. In short:

• To compress (“even out” velocity differences), use ratio values below


100%.
After compression, you would probably want to add a velocity amount (with the Add/
Subtract function) to maintain the average velocity level.
• To expand (create greater difference in velocity), use ratio values
above 100%.
Before you expand, you may want to adjust the velocity with the Add/Subtract function,
so that the average velocity is somewhere in the middle of the range. If the average ve-
locity is high (near 127) or low (near 0), expansion will not work properly, simply be-
cause velocity values can only be between 0 and 127!

Limit
This function allows you to make sure that no velocity values fall outside
a given range (the Lower and Upper values). Any velocity values out-
side this range are raised/lowered to exactly the Lower/Upper values.

Fixed Velocity
This function sets the velocity of all selected notes to the Insert Veloc-
ity value on the toolbar in the MIDI editors.

Reverse
This function inverts the order of the selected events (or of all events
in the selected parts), causing the MIDI music to play backwards.
Note though, that the effect is different from reversing an audio re-
cording. With MIDI, the individual notes will still play as usual in the
MIDI instrument – it’s only the order of playback that is changed.

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MIDI processing and quantizing 21 – 483
Dissolve Part
The Dissolve Part function on the MIDI menu has two separate uses:

• When you work with MIDI parts (on MIDI channel “Any”) containing
events on different MIDI channels.
Dissolve Part separates the events according to MIDI channel.

• When you want to separate MIDI events according to pitch.


A typical example would be drum and percussion tracks, where each pitch usually cor-
responds to a separate drum sound.

Dissolving parts into separate channels


Setting a track to MIDI channel “Any” will cause each MIDI event to
play back on its original MIDI channel, rather than a channel set for the
whole track. There are two main situations when “Any” channel tracks
are useful:

• When you record several MIDI channels at the same time.


You may for example have a MIDI keyboard with several keyboard zones, where each
zone sends MIDI on a separate channel. Recording on an “Any” channel track allows
you to play back the recording with different sounds for each zone (since the different
MIDI notes play back on separate MIDI channels).

• When you have imported a MIDI file of Type 0.


MIDI files of Type 0 contain only one track, with notes on up to 16 different MIDI chan-
nels. If you were to set this track to a specific MIDI channel, all notes in the MIDI file
would be played back with the same sound; setting the track to “Any” will cause the
imported file to play back as intended.
The Dissolve Part function scans MIDI parts for events on different MIDI
channels and distributes the events into new parts on new tracks, one
for each MIDI channel found. This allows you to work with each musical
part individually. Proceed as follows:
1. Select the part(s) containing MIDI data on different channels.
2. Select “Dissolve Part” from the MIDI menu.
3. In the dialog that appears, select the “Separate Channels” option.

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21 – 484 MIDI processing and quantizing
Now, for each MIDI channel used in the selected part(s), a new MIDI
track is created and set to the corresponding MIDI channel. Each event
is then copied into the part on the track with the corresponding MIDI
channel. Finally, the original part(s) are muted.
An example:
This part contains events on MIDI channel 1, 2 and 3.

Selecting “Dissolve Part”


creates new parts on new
tracks, set to channel 1, 2
and 3. Each new part con-
tains only the events on the
respective MIDI channel.

The original MIDI


part is muted.

Dissolving parts into separate pitches


The Dissolve Part function can also scan MIDI parts for events of dif-
ferent pitch, and distribute the events into new parts on new tracks,
one for each pitch. This is useful when the different pitches are not
used in a regular melodic context, but rather for separating different
sounds (e.g. MIDI drum tracks or sampler sound FX tracks). By dis-
solving such parts, you can work with each sound individually, on a
separate track. Proceed as follows:
1. Select the part(s) containing MIDI data.
2. Select “Dissolve Part” from the MIDI menu.
3. In the dialog that appears, select the “Separate Pitches” option.
A new MIDI track is created for each used pitch in the selected part(s). The events are
then copied into the parts on the track for the corresponding pitch. Finally, the original
part(s) are muted.

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MIDI processing and quantizing 21 – 485
NUENDO
21 – 486 MIDI processing and quantizing
22
The MIDI editors
About editing MIDI
There are several ways to edit MIDI in Nuendo. You can use the tools
and functions in the Project window for large-scale editing, or use the
functions on the MIDI menu to process MIDI parts in various ways (see
page 468). For hands-on graphical editing of the contents of MIDI
parts, you use the MIDI editors:
• The Key Editor is the default MIDI editor, presenting notes graphically in
an intuitive piano roll-style grid.
The Key Editor also allows for detailed editing of non-note events such as MIDI controllers.

• The Drum Editor is similar to the Key Editor, but takes advantage of the
fact that with drum parts, each key corresponds to a separate drum sound.
This is the editor to use when you’re editing drum or percussion parts.

• The List Editor shows all events in the selected MIDI parts as a list, allow-
ing you to view and edit their properties numerically.

• The Score Editor shows MIDI notes as a musical score and comes with
advanced tools and functions for notation, layout and printing.
The Score Editor is described in the separate document “Score Layout and Printing”.
However, even if your focus is on creating printed scores we recommend that you
study this chapter as well, to get a grip on the common MIDI editing procedures.

• Finally, you can also edit MIDI in the Project Browser.


Like the List Editor, this shows the events in a list and allows you to perform numerical
editing. However, you will probably find the List Editor more suited for MIDI editing,
since it has various dedicated features and functions for this. The Project Browser is
described on page 575.

About this chapter


This chapter describes how to use the Key, Drum and List Editors.
Please note that a lot of features are identical in these editors (espe-
cially in the Key and Drum Editors) – they are all described in the Key
Editor section. The sections about the Drum Editor (see page 523)
and the List Editor (see page 538) describe the specific features of
these editors only.

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22 – 488 The MIDI editors
Opening a MIDI editor
There are two ways to open a MIDI editor:
• Select one or several parts (or a MIDI track, with no parts selected) and select
Open Key Editor, Open Score Editor, Open Drum Editor or Open List Editor
from the MIDI menu (or use the corresponding key command).
The selected parts (or all parts on the track, if no part was selected) will open in the
chosen editor.
• Double click a part.
Which editor opens depends on the settings in the Preferences dialog (Event Display–
MIDI page):

Double clicking will open the editor selected on the Default Edit Action pop-up menu.
However, if the option “Edit as Drums when Drum Map is assigned” is activated and a
drum map is selected for the edited track (see page 534), the Drum Editor will open.
This way you can double click to open the Key Editor (or the Score Editor or List
Editor, depending on your preferences) but drum tracks will automatically open in the
Drum Editor.

• If the part you open for editing is a shared copy, any editing you perform
will affect all shared copies of this part.
Shared copies are created by pressing [Alt]/[Option]+[Shift] and dragging, or by using
the Repeat function with the “Shared copies” option activated. In the Project window,
shared copies are indicated by an “s” icon in the right corner of the part (see page 119).

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The MIDI editors 22 – 489
Handling several parts
When you open a MIDI editor with several parts (or a MIDI track con-
taining several parts) selected, you might find it somewhat hard to get
an overlook of the different parts when editing.
If so, the editor toolbar features a few functions to make working with
multiple parts easier and more comprehensive:

• The Part List menu lists all parts that were selected when you opened
the editor (or all parts on the track, if no parts were selected), and lets
you select which part should be active for editing.
When you select a part from the list, it is automatically made active and centered in the
note display.

• Note that it is also possible to activate a part by using the Arrow tool and
clicking on an event in a part.

• The button “Edit Active Part Only” lets you restrict editing operations
to the active part only.
If you for example select “All” from the Select submenu on the Edit menu with this op-
tion activated, only events in the active part will be selected. Similarly, if you select
notes by dragging with the Arrow tool (making a selection rectangle), only the notes in
the active part will be selected.

“Edit Active Part Only” activated on the toolbar.

• You can zoom in on the active part so that it fills the screen by select-
ing “Zoom to Event” from the Zoom submenu on the Edit menu.

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22 – 490 The MIDI editors
• The button “Show Part Borders” can be used if you want to see
clearly defined borders for the active part.
When this is activated, all parts except the active one are grayed out, making the bor-
ders easily discernible. In the Key Editor, there are also two “markers” in the ruler with
the name of the active part, marking its beginning and end. These can be moved freely
to change the size of the part.

“Show Part Borders” activated on the toolbar.

• It is possible to cycle between parts, making them active, with key


commands.
In the Key Commands dialog – Edit category, there are two functions: “Activate Next
Part” and “Activate Previous Part”. If you assign key commands to these, you can use
them to cycle between parts in the editors. Please refer to page 729 for instructions on
how to set up key commands.

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The MIDI editors 22 – 491
The Key Editor – Overview

The toolbar
As in other windows, the toolbar contains tools and various settings.
The user can configure what toolbar items should be shown or hidden
and store/recall different toolbar configurations – see page 712.
Solo Editor button Key Editor tools Part borders on/off Part list

Audition on/off Info line on/off Autoscroll on/off Edit active part only

Velocity for inserted notes Snap on/off Step input on/off Insert mode on/off

Quantize value (also Length Quantize value Edit via MIDI Edit via MIDI options
used for Snap) input on/off

Mouse pointer display: current Color pop-up menu Chord recognition


pitch and current meter position display

Independent track loop on/off Loop range (see page 499).

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22 – 492 The MIDI editors
The info line

The info line shows information about selected MIDI notes. You can
edit all values on the info line using regular value editing (see page 508
for details). Length and position values are displayed in the format cur-
rently selected for the ruler (see below).

• To hide or show the info line, click the icon in the toolbar.

The ruler
The ruler shows the time line, by default in the display format selected
on the Transport panel. You can select a separate format for a MIDI
editor ruler by clicking the arrow button to the right of it and selecting
an option from the pop-up menu that appears. For a list of the avail-
able formats, see page 94.
At the bottom of the pop-up menu there are two additional items:

• If “Time Linear” is selected, the ruler, note display and controller dis-
play will be linear in relation to time.
This means that if the ruler shows bars and beats, the distance between the bar lines
will vary depending on the tempo.
• If “Bars+Beats Linear” is selected, the ruler, note display and control-
ler display will be linear in relation to tempo.
I.e. if the ruler shows bars and beats, the distance between beats will be constant.
In most cases, you would probably set the display format to
“Bars+Beats” in “Bars+Beats Linear” mode when editing MIDI.

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The MIDI editors 22 – 493
The note display

The note display is the main area in the Key Editor. It contains a grid, in
which MIDI notes are shown as boxes. The width of a box corresponds
to the note length, and the vertical position of a box corresponds to the
note number (pitch), with higher notes higher up in the grid. The piano
keyboard to the left serves as a guide for finding the right note number.

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22 – 494 The MIDI editors
The chord recognition function
Nuendo features a handy chord recognition function that helps you
identify chords in the key editor note display. To find out which chord
some simultaneously played notes make up, place the project cursor
over the notes. All MIDI notes currently “touched” by the project cur-
sor are analyzed and the chord recognition display in the toolbar
shows you which chord the notes form.

In the picture above, the project cursor touches the notes C, Eb and G. As shown
in the chord recognition display, this results in a C minor chord.

The controller display

The area at the bottom of the Key Editor window is the controller dis-
play. This consists of one or several controller lanes, each showing
one of the following properties or event types:
• Velocity values of the notes.
• Pitch Bend events.
• Aftertouch events.
• Poly Pressure events.
• Program Change events.
• Any type of continuous controller event.

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The MIDI editors 22 – 495
To change the size of the controller display, drag the divider between
the controller display and the note display. This will make the control-
ler display larger and the note display smaller, or vice versa.
Velocity values are shown as vertical bars in the controller display,
with higher bars corresponding to higher velocity values:

Each velocity bar corresponds to a note in the note display.

Events in the controller display (that is, anything other than velocity
values) are shown as “blocks”, the heights of which correspond to the
“values” of the events. However, events that have been recorded (or
drawn with a low quantize value) may appear more like “filled curves”,
simply because they are positioned very closely:

If you zoom in on the upper “curve”, you will find that it consists of separate events.

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22 – 496 The MIDI editors
• Unlike notes, events in the controller display have no length. The value of
an event in the display is “valid” until the start of the next event:

If you delete the second event… …the first event will be “valid” until
the start of the third event.

For a description of editing in the controller display, see page 512.

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The MIDI editors 22 – 497
Key Editor operations
Zooming
Zooming in the Key Editor is done according to the standard zoom
procedures, using the zoom sliders, the Zoom tool or the Zoom sub-
menu on the Edit menu.

• When you drag a rectangle with the Zoom tool, the result depends on
the option “Zoom Tool Standard Mode: Horizontal Zooming Only” in
the Preferences dialog (Editing page).
If this is on, the window will only be zoomed horizontally; if not, the window will be
zoomed both horizontally and vertically.

Playing back
You can play back your music as usual when working in a MIDI editor.
There are a couple of features making it easier to edit during playback:

Solo button

If you activate the Solo button, only the edited MIDI parts will be heard
during regular playback.

Autoscroll

As described on page 140, the Autoscroll function makes the window


“follow” the project cursor during playback, so that the current play
position is visible at all times. However, when you are working in a
MIDI editor, you may want to deactivate Autoscroll – this way, the
events you are working with will stay visible.
The Autoscroll button on the toolbar of each MIDI editor is indepen-
dent for the editor. For example, this means you can have Autoscroll
deactivated in the Key Editor and activated in the Project window.

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22 – 498 The MIDI editors
The independent track loop function
The independent track loop is a sort of “mini-cycle”, affecting only the
MIDI part being edited. When the loop is activated, the MIDI events
within the loop will be repeated continuously and completely indepen-
dent – other events (on other tracks) will be played back as usual. The
only “interaction” between the loop and the “regular playback” is that
every time the cycle starts over again, so does the loop.
To set up the independent track loop, proceed as follows:
1. Turn on the loop by clicking on the Loop button on the toolbar.
If it isn’t visible, you need to right-click (Windows) or [Ctrl]-click (Mac) the toolbar and
add the Independent Track Loop Settings section – see page 712.

When the loop is activated, the cycle isn’t shown in the editor’s ruler.
Now you need to specify the length of the loop:
2. Either [Ctrl]/[Command]-click and [Alt]/[Option]-click in the ruler to
set the start and end of the loop, respectively…
3. …or edit the loop start and end positions numerically in the fields next
to the Loop button.
The independent track loop is indicated in dark blue in the ruler.

• The MIDI events will be looped as long as the Loop button is activated
and the MIDI editor window is open.

Auditioning

If the speaker icon on the toolbar is activated, individual notes will au-
tomatically be played back (auditioned) when you move or transpose
them, or when you create new notes by drawing. This makes it easier
to hear what you’re doing.

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The MIDI editors 22 – 499
Creating and editing notes
Drawing notes with the Pencil tool
With the Pencil tool, you insert single notes by clicking at the desired
time position (horizontal) and pitch position (vertical).

• When you move the pointer in the note display, its bar position is indi-
cated in the toolbar, and its pitch is indicated both in the toolbar and
on the piano keyboard to the left.
This makes it easy to find the right note and insert position.

• If Snap is activated, this determines the start position of the created


note (see page 547).

• If you just click once, the created note will have the length set on the
Length Quantize pop-up menu on the toolbar.
You can create a longer note by clicking and dragging the pointer with the mouse but-
ton pressed. The length of the created note will be a multiple of the Length Quantize
value.

• The notes will get the Insert Velocity value set on the toolbar.

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Drawing notes with the Line tool
The Line tool can be used for creating series of contiguous notes. To
use the Line tool, click and drag to draw a line and then release the
mouse button.

• The Line tool has several different modes.


To select one of the modes, click on the Line tool icon on the toolbar when the tool is
already selected. This opens a pop-up menu from which you can select one of the Line
modes.

The tool icon will change appearance according to the selected mode.

Mode Description

Line This is the default mode for the Line tool. When this mode is selected,
you click and drag to create a straight line, in any angle. When you re-
lease the mouse button a series of notes will be created, aligned with
the line. If Snap is activated, the notes will be spaced and sized ac-
cording to the Quantize value.

Parabola, Sine, These modes insert events along different curve shapes. While they
Triangle, Square can be used for creating notes, they’re probably best suited for con-
troller editing (see page 517).

Paint Allows you to insert multiple notes by dragging with the mouse button
pressed. If Snap is activated, the notes will be positioned and sized
according to the Quantize and Length Quantize values. If you press
[Ctrl]/[Command] while painting, movement will be restricted to hori-
zontal only (i.e. the painted notes will have the same pitch).

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Setting velocity values
When you draw notes in the key editor, the notes will get the velocity
value set in the insert velocity field on the toolbar.
You can use one of three different methods for determining the veloc-
ity:

• Selecting a predefined velocity value from the insert velocity pop-up


menu.
The menu contains five different predefined velocity values. The “Setup...” item opens
a dialog that allows you to specify which five velocity values should be available on the
pop-up menu (you can also open this dialog by selecting “Insert Velocities...” from the
MIDI menu).

• Manually entering the desired velocity value by clicking in the insert


velocity field and typing the desired value.

• Using a key command.


You can assign a key command to each of the five available velocity values in the Key
Commands dialog (MIDI category – the items Insert Velocity 1-5). This allows for quick
switching between different velocity values when entering notes. See page 729 for in-
structions on how to set up key commands.

Selecting notes
Selecting notes is done using any of the following methods:

• Use the Arrow tool.


The standard selection techniques apply.

• Use the Select submenu on the Quick menu.

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The Select menu options are:

Option Description

All Selects all notes in the edited part.

None Deselects all events.

In Loop Selects all notes that are partially or completely inside the
boundaries of the left and right locators.

From Start to Cursor Selects all notes that begin to the left of the project cursor.

From Cursor to End Selects all notes that end to the right of the project cursor.

Equal Pitch – all Octaves This function requires that a single note is selected. It se-
lects all following notes that have the same pitch (in any
octave) as the currently selected note.

Equal Pitch – same Octave As above, but selects notes of the exact same pitch only
(same octave).

• You can also use the left and right arrow keys on the computer key-
board to step from one note to the next or previous.
If you press [Shift] and use the arrow keys, the current selection will be kept, allowing
you to select several notes.

• To select all notes of a certain pitch, press [Ctrl]/[Command] and


click on the desired key in the keyboard display to the left.

All notes of the corresponding


pitch are selected.

You can also press [Shift] and double click on a note to select all the following notes
of the same pitch.

• If the option “Auto Select Events under Cursor” is activated in the


Preferences dialog (Editing page), all notes currently “touched” by the
project cursor are automatically selected.

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Moving and transposing notes
To move notes in the editor, use any of the following methods:

• Click and drag to a new position.


All selected notes will be moved, maintaining their relative positions. If Snap is activated,
this determines to which positions you can move the notes, see page 547.

❐ Note also that you can restrict movement to horizontal or vertical only by
holding down [Ctrl]/[Command] while dragging.

• Use the up and down arrow keys on the computer keyboard.


This method allows you to transpose the selected notes, without risking to move them
horizontally. You can also use the Transpose function (see page 477) or the info line
(see page 493) for this. Note that pressing [Shift] and using the up and down arrow
keys will transpose notes in steps of one octave.

• Use the Move to Cursor function on the Edit menu.


This moves the selected notes to the project cursor position.

• Select a note and adjust its position or pitch on the info line.
See page 508.

• Use the Move buttons in the Nudge palette on the toolbar.


This moves the selected note(s) by the amount set on the Quantize pop-up menu.
By default, the Nudge palette isn’t shown on the toolbar – see page 712 for more info.
You can also adjust the position of notes by quantizing (see page 469).

Duplicating and repeating notes


Notes are duplicated much in the same way as events in the Project
window:

• Hold down [Alt]/[Option] and drag the note(s) to a new position.


If Snap is on, this determines to which positions you can copy notes (see page 547).

• Selecting Duplicate from the Edit menu creates a copy of the selected
note and places it directly after the original.
If several notes are selected, all of these are copied “as one unit”, maintaining the rela-
tive distance between the notes.

• Selecting Repeat from the Edit menu opens a dialog, allowing you to
create a number of copies of the selected note(s).
This works like the Duplicate function, but you can specify the number of copies.

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Using cut and paste
You can use the Cut, Copy and Paste options on the Edit menu to
move or copy material within a part or between different parts. When
you paste copied notes, you can either use the regular Paste function
or the Paste Time function on the Edit menu’s Range submenu.
• “Paste” inserts the copied notes at the project cursor position, without affect-
ing existing notes.
• “Paste Time” inserts at the project cursor position, but moves (and if neces-
sary, splits) existing notes to make room for the pasted notes.
Selecting “Paste Time” with this data on the clipboard
and the project cursor here…

…will give you this:

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Resizing notes
To resize a note, use one of the following methods:

• Position the arrow tool at the start or end of the note, so that the
pointer takes on the shape of a small double arrow. Click and drag to
the left or right to resize the note.
This method allows you to resize the note from either direction.

• Click with the Pencil tool within the note box and drag to the left or the
right (to make the note shorter or longer, respectively).
With both these methods, the resulting length will be a multiple of the
Length Quantize value on the toolbar.

• Use the Trim Start/End buttons on the Nudge palette on the toolbar.
This resizes the selected note(s) by moving their start or end positions, in steps ac-
cording to the Length Quantize value on the toolbar. By default, the Nudge palette isn’t
shown on the toolbar – see page 712 for more info.

• Select the note and adjust its length on the info line.
See page 508 for details on info line editing.

Splitting notes
There are three ways to split notes:

• Clicking on a note with the Scissors tool splits the note at the position
you pointed (taking the Snap setting into account if activated).
If several notes are selected, they are all split at the same position if applicable.

• If you select “Split at Cursor”, all notes that are intersected by the
project cursor are split at the cursor position.

• If you select “Split Loop”, all notes that are intersected by the left or
right locator are split at the locator positions.

Gluing notes
Clicking on a note with the Glue Tube tool will “glue it together” with
the next note of the same pitch. The result will be one long note span-
ning from the start of the first note to the end of the second note, and
with the properties (velocity, etc.) of the first note.

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Muting notes
Individual notes can be muted in the Key Editor, as opposed to muting
an entire MIDI part in the Project window. This allows you to exclude
notes from playback, but keep the option to bring them back again at
any time. To mute a note, use one of the following methods:
• Click on it with the Mute tool.
• Drag a rectangle with the Mute tool, enclosing all notes you want to mute.
• Select the note(s) and choose Mute from the Edit menu.
The default key command for this is [Shift]+[M].

Muted notes are “dimmed” in the note display.

To unmute a note, either click it or enclose it with the Mute tool, or se-
lect it and choose Unmute from the Edit menu. The default key com-
mand for this is [Shift]+[U].

Deleting notes
To delete notes, either click on them with the Eraser tool or select
them and press [Backspace].

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Editing on the info line
The info line shows the values and properties of the selected event(s).
If a single event is selected, its values are displayed on the info line. If
several events are selected, the info line shows the values of the first
of these events, in yellow.

Several events selected.

You can edit the values on the info line using regular value editing.
This allows you to move, resize, transpose or change velocity of
events in a very precise manner.

• If you have several events selected and change a value, all selected
events will be changed relatively.
In other words, the value will be changed by an equal amount for all selected events.

• If you have several events selected, hold down [Ctrl]/[Command] and


change a value, the change will be absolute.
In other words, the value setting will be the same for all selected events.

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Editing Notes via MIDI
You can change the properties of notes via MIDI. For example, this
can be a fast way to get the right velocity value, since you will hear the
result even as you edit:
1. Select the note you want to edit.
2. Click on the MIDI connector symbol on the toolbar.

The symbol should be lit. This enables editing via MIDI.

3. Use the note buttons on the toolbar to decide which properties


should be changed by the MIDI input.
You can enable editing of pitch, note-on and/or note-off velocity.

With this setting, the edited notes will get the pitch and velocity values of the notes
input via MIDI, but the note-off velocities will be kept as they are.

4. Play a note on your MIDI instrument.


The note selected in the editor will get the pitch, velocity and/or note-off velocity of the
played note.
The next note in the edited part is automatically selected, making it
easy to quickly edit a series of notes.

• If you want another try, select the note again (easiest by pressing the
[←] key on the computer keyboard) and again play a note on your
MIDI instrument.

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Step input
Step input, or step recording, is when you enter notes one at a time
(or one chord at a time) without worrying about the exact timing. This
is useful e.g. when you know the part you want to record but are not
able to play it exactly as you want it.
Proceed as follows:
1. Click the Step Input button on the toolbar to activate Step Input mode.

2. Use the note buttons to the right to decide which properties should
be included when you input the notes.
For example, you may not want to include the velocity and/or note-off velocity of the
played notes. It’s also possible to turn off the pitch property, in which case all notes will
get the pitch C3, no matter what you play.

3. Click anywhere in the note display to set the start position (the de-
sired position of the first note or chord).
The step input position is shown as a blue line in the note display, and in the lower
mouse pointer display in the toolbar.

4. Specify the desired note spacing and length with the Quantize and
Length Quantize pop-up menus.
The notes you input will be positioned according to the Quantize value and have the
length set with the Length Quantize value. For instance, if you set Quantize to 1/8
notes and Length Quantize to 1/16 note, the notes will be sixteenth notes, appearing
on each eighth note position.

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22 – 510 The MIDI editors
5. Play the first note or chord on your MIDI instrument.
The note or chord appears in the editor and the step input position advances one
quantize value step.

• If Insert mode is activated, all notes to the right of the step input position
will be moved to “make room” for the inserted note or chord.

Insert mode activated.

6. Continue in the same way with the rest of the notes or chords.
You can adjust the Quantize or Length Quantize value as you go along, to change the
timing or note lengths. You can also move the step input position manually by clicking
anywhere in the note display.

• To insert a “rest”, press the right arrow key on the computer keyboard.
This advances the step input position one step.

7. When you’re done, click the Step Input button again to deactivate
step input.

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The MIDI editors 22 – 511
Editing in the controller display
About controller lanes
By default, the controller display has a single lane, showing one event
type at a time. However, you can easily add lanes by right-clicking
(Windows) or [Ctrl]-clicking (Mac) in the display and selecting “Cre-
ate new controller lane” from the Quick menu. This allows you to view
and edit different controllers at the same time.

The controller display with three lanes set up.

• To remove a lane, right-click in it and select “Remove this Lane” from the
Quick menu.
This hides the lane from view – it doesn’t affect the events in any way.

• If you remove all lanes, the controller display will be completely hidden.
To bring it back again, select “Create new controller lane” from the Quick menu.

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Selecting event type
Each controller lane shows one event type at a time. To select which
event type should be displayed, use the pop-up menu to the left of the
lane.

• Selecting “Setup...” opens a dialog in which you can specify which


Continuous Controller event types you want available on the pop-up
menu.
Controller types in Controller types
this list are already in this list are not
listed on the pop- listed on the pop-
up menu. up menu.

Click this button to remove the controller Click this button to add the selected
type selected in the left list from the pop- controller type to the pop-up menu.
up menu.

• Each MIDI track has its own controller lane setup (number of lanes
and selected event types).
When you create new tracks, they get the controller lane setup last used.

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Controller Lane Presets
Once you have added the required number of controller lanes and se-
lected the event types you need, you can store this combination as a
controller lane preset. You could for example have a preset with one
velocity lane only, another with a combination of velocity, pitch bend
and modulation, and so on. This can make working with controllers
much quicker.

• To add the current controller lane setup as a preset, pull down the
pop-up menu in the lower left corner of the editor window and select
“Add”.
Enter a name for the preset in the dialog that appears and click OK.

• To apply a stored preset, select it from the pop-up menu.


This immediately brings up the controller lanes and event types in the preset.

• To remove or rename presets, select “Organize” from the pop-up.

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Editing velocity values
When “Velocity” is selected for viewing, the lane shows the velocity of
each note as a vertical bar.

Velocity values are edited with the Pencil tool. The different Pencil tool
modes offer the following possibilities:
• In Draw mode, you can use the Pencil tool to change the velocity of a single
note: click on its velocity bar and drag the bar up or down.
While you drag, the current velocity value is shown in the display to the left.
• You can use Draw mode or Paint mode to change the velocity values of sev-
eral notes by painting a “freehand curve”.
When editing velocity, these two modes have the same functionality.

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The MIDI editors 22 – 515
• Use Line mode for creating linear velocity ramps.
Click where you want the ramp to start and drag the cursor to where you want the
ramp to end. When you release the mouse button, the velocity values are aligned with
the line between the two points.

• Parabola mode works in the same way, but aligns the velocity values with a
Parabola curve instead.
Use this for smooth, “natural” velocity fades, etc.

• The remaining three modes align the velocity values with continuous curve
shapes (see below).
Note:

• If there is more than one note on the same position (e.g. a chord), their
velocity bars will overlap in the controller lane.
If none of the notes are selected, all notes at the same position will be set to the same
velocity value when you draw. To edit the velocity of only one of the notes at the same
position, first select the note in the note display. Now, editing will only affect the veloc-
ity of the selected note.
You can also adjust the velocity of a single note by selecting it and
changing its velocity value on the info line.

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22 – 516 The MIDI editors
Adding and editing events in the controller display
When any option other than “Velocity” is selected for viewing in a con-
troller lane, you can create new events or edit the values of existing
events using the Pencil tool in its various modes:
• Clicking with the Pencil tool in Draw mode or Paint mode creates a new event.
• To modify the value of an event (without creating a new one), press [Alt]/[Op-
tion] and use the Pencil tool.
Note that you can click and drag to change or add multiple events, draw controller
curves, etc. You can press or release [Alt]/[Option] while drawing, switching dynami-
cally between “edit mode” and “create mode”.

If you want to enter or adjust a single event, click once with the Pencil tool:

If you want to “paint a curve”, drag the Pencil tool (with the mouse button pressed):

When you move the pointer in the controller lane, the


corresponding value is displayed in this field.

• In Draw and Paint mode, the quantize value determines the “density” of
created controller curves (if Snap is activated).
For very smooth curves, you should use a small quantize value or turn off Snap. How-
ever, please note that this creates a very large number of MIDI events, which can cause
MIDI playback to “stutter” in some situations. A medium-low density is often sufficient.

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The MIDI editors 22 – 517
• Clicking and dragging with the Pencil tool in Line mode shows a line in the
controller lane, and creates events with values aligned with this line.
This is the best way to draw linear controller ramps. If you press [Alt]/[Option], no new
events are created – use this mode for modifying existing controller curves.

Converting a controller curve to a ramp using


the Line tool:

• The Parabola mode works in the same way, but aligns the values with a parab-
ola curve instead, giving more “natural” curves and fades.
Note that the result depends on from which direction you draw the parabola:

• In Parabola mode you can use modifier keys to determine the shape of the pa-
rabola curve.
If you press [Ctrl]/[Command] the parabola curve will be reversed, if you press [[Alt]/
[Option]+[Ctrl]/[Command] while snap is activated you can change the position of the
whole curve (in both cases the snap value for the positioning will be a quarter of the
quantize value). If you press [Shift], the exponent will be increased or decreased.

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22 – 518 The MIDI editors
• In Line and Parabola modes, the length quantize value determines the
“density” of created controller curves (if Snap is activated).
For very smooth curves, you should use a small length quantize value or turn off Snap.
To avoid over-dense controller curves (which may cause MIDI playback to “stutter”),
use a medium-low density.
• The Sine, Triangle and Square modes create events with values aligned to
continuous curves.
In these modes, the quantize value determines the period of the curve (the length of
one curve “cycle”) and the length quantize value determines the density of the events
(the lower the length quantize note value, the smoother the curve).
• In Sine, Triangle and Square mode you can also use modifier keys to determine
the shape of the curve.
If you press [Ctrl]/[Command] you can change the phase of the beginning of the curve,
if you press [Alt]+[Ctrl] (Win)/[Option]+ [Command] (Mac) while snap is activated you
can change the position of the whole curve (in both cases the snap value for the posi-
tioning will be a quarter of the quantize value).

• You can also set the curve period freely by holding down [Shift] when
you insert events in Sine, Triangle or Square mode.
Activate Snap, [Shift]-click and drag to set the length of one period. The period length
will be a multiple of the quantize value.
• In Triangle and Square mode you can press [Shift]+[Ctrl]/[Command] to
change the maximum position of the triangle curve (to create sawtooth
curves) or the pulse of the square curve. As in other modes, you can press
[Alt]/[Option] if you want to change the existing events rather than creating
new ones. Again, the snap value for the positioning will be a quarter of the
quantize value.

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The MIDI editors 22 – 519
Moving and copying events
You can move or duplicate events in a controller lane, much like you
can with notes:
1. Use the Arrow tool to select the events you want to cut or copy.
To select more than one event, [Shift]-click or drag a selection rectangle, according to
the standard selection procedures.
2. Click and drag the events to move them.
If Snap is activated, this determines to which positions you can move the events (see
page 547).
• If you hold down [Alt]/[Option] and drag, the events will be copied
rather than moved.

❐ If there already is an event of the same type at the exact same position,
this will be replaced by the moved event.

❐ Remember that a non-note event doesn’t have a length – it’s “valid” until
the next event (see page 497).

Using cut, copy and paste


You can use the standard Cut, Copy and Paste options on the Edit
menu to move or copy events in the controller display:
1. Select the events you want to cut or copy.
2. Select Cut or Copy from the Edit menu.
3. If you want to paste the events into another MIDI part, open that part
in another Key Editor window.
4. Position the project cursor where you want to paste the events.
5. Select Paste from the Edit menu.
The events on the clipboard are added, starting at the project cursor position, main-
taining their relative positions. If a pasted event ends up at the same position as an ex-
isting event of the same type, the old event is replaced.

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Deleting events in the controller display
You delete events by clicking with the Eraser tool or by selecting them
and pressing [Backspace]. Please note:
• Deleting a controller event makes the last event before this valid up
until the next event. It does not “zero” any controller changes. See
page 497.
• You can delete notes by deleting their velocity bars in the controller
display.
Please be aware that if there is more than one note on the same position, there may
still only be one velocity bar visible – make sure you delete only the desired notes!

Adding and editing Poly Pressure events


Poly Pressure events are special, in that they “belong to” a specific
note number (key). That is, each Poly Pressure event has two editable
values: the note number and the amount of pressure. Therefore, when
Poly Pressure is selected on the event type pop-up menu, there are
two value fields to the left of the controller display, one for the note
number and one for the amount:

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The MIDI editors 22 – 521
To add a new Poly Pressure event, proceed as follows:
1. Select Poly Pressure on the event type pop-up menu.
2. Set the note number by clicking on the keyboard display.
Note that this only works for the topmost lane. If you have selected “Poly Pressure“ for
several controller lanes, you have to type in the desired note number directly in the lower
value field to the left of each lane. The selected note number is displayed in the lower
value field to the left of the controller display.

3. Use the Pencil tool to add a new event, just as when adding regular
controller events.
To view and edit existing Poly Pressure events, proceed as follows:
1. Select Poly Pressure on the event type pop-up menu.
2. Click on the arrow button next to the note number field to the left of the
controller lane.
A pop-up menu appears, listing all note numbers for which there already are Poly Pres-
sure events.

3. Select a note number from the pop-up menu.


The Poly Pressure events for the selected note number are shown in the controller
lane.

4. Use the Pencil tool to edit the events as usual.


Press [Alt]/[Option] to edit existing events without adding any new ones.

• Poly Pressure events can also be added and edited in the List Editor.

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The Drum Editor – Overview

The toolbar and info line


These are much the same as the toolbar and info line in the Key Editor,
with the following differences:
• The Drum Editor has no Pencil tool – instead there is a Drumstick tool (for in-
putting and removing notes) and a Paint tool with various line and curve
modes (for painting several notes in one go or editing controller events).
• There are no Scissors and Glue Tube tools in the Drum Editor.
• As in the Key Editor, the mouse pointer display in the toolbar shows the pitch
and position of the pointer, but the pitch is shown as a drum sound name
rather than a note number.
• The Use Global Quantize button allows you to select which value should be
used when Snap is on – the global quantize value on the toolbar or the individ-
ual quantize values for the drum sounds.
• Instead of a Length Quantize pop-up, there is an Insert Length pop-up menu.
It is used in much the same way, as described on the following pages.

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The MIDI editors 22 – 523
The drum sound list

The purpose of the Drum Editor is to edit MIDI tracks where each note
(pitch) plays a separate sound, as is typically the case with a MIDI drum
kit. The drum sound list to the left lists all drum sounds by name (ac-
cording to the selected drum map or name list – see below), and lets
you adjust and manipulate the drum sound setup in various ways.
Note:
• The number of columns in the list depends on whether there’s a drum map se-
lected for the track or not.
See page 529.
• You can reorder the columns by dragging the column headings, and resize
the columns by dragging the dividers between the column headings.

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The note display

The Drum Editor’s note display displays notes as diamond symbols.


The vertical position of the notes corresponds to the drum sound list to
the left, while the horizontal position corresponds to the note’s position
in time, just as in the Key Editor. Note however, that the diamond sym-
bols don’t indicate the length of the notes. This makes sense, since
drum sounds most often are “one-shot” samples that play to their end
regardless of the note lengths.

Drum map and name pop-up menus

Below the drum sound list you will find two pop-up menus, used for
selecting a drum map for the edited track or (if no drum map is se-
lected) a list of drum sound names. For an explanation of drum maps,
see page 529.

Controller display
The controller display in the Drum Editor is exactly the same as in the
Key Editor. You can add or remove controller lanes from the Quick
menu, and create and edit events as described on page 512.

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The MIDI editors 22 – 525
Drum Editor operations
The basic handling (zooming, playback, auditioning, etc.) is the same
as in the Key Editor (see page 498). The following sections describe
the procedures and features that are specific to the Drum Editor.

Creating and editing notes


The standard way of entering notes in the Drum Editor is to click with
the Drumstick tool.

When you move the pointer in the note display, its bar position and drum sound is
indicated in the toolbar, making it easy to find the right sound and position.
The position of the created note depends on the following factors:
• If Snap is deactivated on the toolbar, the note will appear exactly where you
clicked.
In this mode, notes can be positioned freely.
• If Snap is activated and Use Global Quantize is deactivated on the toolbar,
the note will snap to positions according to the quantize value set for the
sound in the drum sound list.
You can set up different quantize values for different drum sounds. You may for exam-
ple want hi-hat notes snap to sixteenth notes, but snare and bass drum snap to eighth
notes.
• If both Snap and Use Global Quantize are activated, the note will snap to po-
sitions according to the Quantize setting on the toolbar (next to the Use Glo-
bal Quantize button).
The length of the inserted note is determined by the Insert Length set-
ting on the toolbar. However, if this is set to “Drum-Map Link”, the
note will get the length of the quantize value for the drum sound.
The notes will get the insert velocity value set on the toolbar.

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22 – 526 The MIDI editors
• You can quickly audition the drum sounds by clicking in the leftmost col-
umn in the drum sound list.
This plays the corresponding note.

• Clicking with the Drumstick tool on an existing note will remove it.
This makes drum pattern editing very quick and intuitive.

Selecting notes
Selecting notes is done by any of the following methods:

• Use the Arrow tool.


The standard selection techniques apply.

• Use the Select submenu on the Quick menu (see page 502).

• Use the left and right arrow keys on the computer keyboard to step
from one note to the next or previous note.
If you press [Shift] and use the arrow keys, the current selection will be kept, allowing
you to select several notes.

• You can also press [Shift] and double click on a note to select all the
following notes for the same drum sound.

• If the option “Auto Select Events under Cursor” is activated in the


Preferences dialog (Editing page), all notes currently “touched” by the
project cursor are automatically selected.

Moving, duplicating or repeating notes


To move or copy notes in the editor (to other positions or other drum
sounds), you use the same methods as in the Key Editor: click and
drag, use the arrow keys or Edit menu functions, etc. – see page 504.
There is one thing to note:
When you are moving or copying several selected notes by dragging
them and Snap is activated but Use Global Quantize turned off, the
notes will snap to positions according to the quantize values for the
drum sounds. If the moved/copied notes have different quantize val-
ues, the largest value will determine snapping. For example, if you are
moving two notes, with the quantize values 1/16 and 1/4 respectively,
the notes will snap to quarter notes (1/4).
• You can also adjust the position of notes by quantizing (see page 469).
Again, which quantize value is used depends on whether Global Quantize is used.

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Muting notes and drum sounds
You can mute individual notes by clicking or enclosing them with the
Mute tool or by using the Mute function on the Edit menu (see page
507).
Furthermore, if a drum map is selected (see page 534), the drum sound
list will have a Mute column. Click in the Mute column for a drum sound
to mute that sound. Finally, clicking the Drum Solo button will mute all
drum sounds other than the selected one.

Muted drum sounds

❐ Please note that the mute state for drum sounds is part of the drum map,
so any other tracks using the same map will also be affected.

Deleting notes
To delete notes, click on them with the Drumstick tool or Eraser tool or
select them and press [Backspace].

Other editing methods


As in the Key Editor, you can edit notes on the info line or via MIDI,
and enter notes using step input. Please refer to page 508.

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22 – 528 The MIDI editors
Working with drum maps
Background
As discussed earlier, a drum kit in a MIDI instrument is most often a
set of different drum sounds with each sound placed on a separate
key (i.e. the different sounds are assigned to different MIDI note num-
bers). One key plays a bass drum sound, another a snare and so on.
Unfortunately, different MIDI instruments often use different key as-
signments. This can be troublesome if you have made a drum pattern
using one MIDI device, and then want to try it on another. When you
switch device, it is very likely that your snare drum becomes a ride
cymbal, or your hi-hat becomes a tom, etc. – just because the drum
sounds are distributed differently in the two instruments.
To solve this problem, and simplify several aspects of MIDI drum kits
(like using drum sounds from different instruments in the same “drum
kit”), Nuendo features so-called drum maps. A drum map is basically a
list of drum sounds, with a number of settings for each sound. When
you play back a MIDI track for which you have selected a drum map,
the MIDI notes are “filtered” through the drum map before being sent
to the MIDI instrument. Among other things, the map determines
which MIDI note number is sent out for each drum sound, and so
which sound is played in the receiving MIDI device.
A solution to the problem above would therefore be to make up drum
maps for all your instruments. When you want to try your drum pattern
on another instrument, you simply switch to the corresponding drum
map and your snare drum sound will remain a snare drum sound.

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The MIDI editors 22 – 529
Drum map settings
A drum map consists of settings for 128 drum sounds (one for each
MIDI note number). To get an overview of these settings, open the
Drum Editor and use the Map pop-up menu below the drum sound list
to select the “GM Map” drum map.

This drum map is set up according to the General MIDI standard. For information on
how to load, create and select other drum maps, see page 534.
Now, take a look at the drum sound list (you may have to drag the di-
vider between the list and the note display to the right to see all col-
umns). The columns show the settings of the drum map for each
sound.

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22 – 530 The MIDI editors
Here’s a brief description (details follow below):
Column Description

Pitch The actual note number of the drum sound. This is what links notes on a
MIDI track to drum sounds. For example, with the above drum map, all
MIDI notes with the pitch C1 would be mapped to the Bass Drum
sound. More on this below.

Instrument The name of the drum sound.

Quantize This value is used when entering and editing notes as described on
page 526 and page 527.

Mute Allows you to mute a drum sound, excluding it from playback. See page
528.

I-note This is the “input note” for the drum sound. When this MIDI note is sent
into Nuendo, (i.e. played by you), the note will be mapped to the corre-
sponding drum sound (and automatically transposed according to the
Pitch setting for the sound). See below.

O-note This is the “output note”, i.e. the MIDI note number that is sent out every
time the drum sound is played back. See below.

Channel The drum sound will be played back on this MIDI channel.

Output The drum sound will be played back on this MIDI output. If you set this to
“Default”, the MIDI output selected for the track will be used.

• All settings in a drum map (except the Pitch setting) can be changed
directly in the drum sound list, or in the Drum Map Setup dialog (see
page 535).
Note that the changes you make will affect all tracks that use the drum map.

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About Pitch, I-note and O-note
This can be a somewhat confusing area, but once you’ve grasped
how it all works it’s not very complicated. Going through the following
“theory” will help you make the most out of the drum map concept –
especially if you want to create your own drum maps.
As we said earlier, a drum map is a kind of “filter”, transforming notes
according to the settings in the map. It does this transformation twice;
once when it receives an incoming note (i.e. when you play a note on
your MIDI controller) and once when a note is sent from the program
to the MIDI sound device.
In the following example, we have modified the drum map, so that the
Bass Drum sound has different Pitch, I-note and O-note values.

I-notes
Let’s look at what happens on input: When you play a note on your
MIDI instrument, the program will look for this note number among the
I-notes in the drum map. In our case, if you play the note A1, the pro-
gram will find that this is the I-note of the Bass Drum sound.
This is where the first transformation happens: the note will get a new
note number according to the Pitch setting for the drum sound. In our
case, the note will be transformed to a C1 note, because that is the
pitch of the Bass Drum sound. If you record the note, it will be re-
corded as a C1 note.

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22 – 532 The MIDI editors
O-notes
The next step is the output. This is what happens when you play back
the recorded note, or when the note you play is sent back out to a
MIDI instrument in real time (MIDI Thru):
The program checks the drum map and finds the drum sound with the
pitch of the note. In our case, this is a C1 note and the drum sound is
the Bass Drum. Before the note is sent to the MIDI output, the second
transformation takes place: the note number is changed to that of the
O-note for the sound. In our example, the note sent to the MIDI instru-
ment will be a B0 note.

Usage
So, what’s the point of all this? Again, the purposes are different for I-
notes and O-notes:

• Changing the I-note settings allows you to choose which keys will play
which drum sounds, when playing or recording from a MIDI instrument.
For example, you may want to place some drum sounds near each other on the key-
board so that they can be easily played together, move sounds so that the most impor-
tant sounds can be played from a short keyboard, play a sound from a black key
instead of a white, and so on.
If you never play your drum parts from a MIDI controller (but draw them in the editor)
you don’t need to care about the I-note setting.

• The O-note settings let you set things up so that the “Bass Drum” sound
really plays a bass drum.
If you’re using a MIDI instrument in which the bass drum sound is on the C2 key, you
set the O-note for the Bass Drum sound to C2. When you switch to another instru-
ment (in which the bass drum is on C1) you want the Bass Drum O-note set to C1.
Once you have set up drum maps for all your MIDI instruments, you don’t have to care
about this anymore – you just select another drum map when you want to use another
MIDI instrument for drum sounds.

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The MIDI editors 22 – 533
The channel and output settings
You can set separate MIDI channels and/or MIDI outputs for each
sound in a drum map. The following rules apply:
• When a drum map is selected for a track, the MIDI channel settings in the
drum map override the MIDI channel setting for the track.
In other words, the MIDI channel setting you make in the Track list or Inspector for the
track is normally disregarded. If you want a drum sound to use the channel of the track,
set it to channel “Any” in the drum map.
• If the MIDI output is set to “default” for a sound in a drum map, the sound will
use the MIDI output selected for the track.
Selecting any other option allows you to direct the sound to a specific MIDI output.
By making specific MIDI channel and output settings for all sounds in
a drum map, you can direct your drum tracks directly to another MIDI
instrument simply by selecting another drum map – you don’t need to
make any channel or output changes for the actual track.

• To select the same MIDI channel for all sounds in a drum map, click the
Channel column, press [Ctrl]/[Command] and select the desired channel.
All drum sounds will be set to this MIDI channel. The same procedure can be used for
selecting the same MIDI output for all sounds as well.
It can also be useful to select different channels and/or outputs for dif-
ferent sounds. This allows you to construct drum kits with sounds
from several different MIDI devices, etc.

Managing drum maps


Selecting a drum map for a track
To select a drum map for a MIDI track, use the Map pop-up menu in
the Inspector or in the Drum Editor:

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22 – 534 The MIDI editors
Selecting “No Drum Map” turns off the drum map functionality in the
Drum Editor. Even if you don’t use a drum map, you can still separate
sounds by name using a name list (see page 537).

❐ Initially, the Map pop-up menu will only contain one map: “GM Map”.
However, you will find a number of drum maps included on the program
CD – how to load these is described below.

The Drum Map Setup dialog


To set up and manage your drum maps, select Drum Map Setup from
the Map pop-up menus or the MIDI menu. This opens the following
dialog:

This is where you load, create, modify and save drum maps. The list to
the left shows the currently loaded drum maps; selecting a drum map
in the list displays its sounds and settings to the right.

• The settings for the drum sounds are exactly the same as in the Drum
Editor (see page 530).
As in the Drum Editor, you can click the leftmost column to audition a drum sound.
Note: if you audition a sound in the Drummap Setup dialog, and the sound is set to
MIDI output “Default”, the output selected on the Default pop-up menu in the lower left
corner will be used. When auditioning a Default output sound in the Drum Editor, the
MIDI output selected for the track will be used, as described on page 534.

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The MIDI editors 22 – 535
Below the drum sound list you will find a number of buttons, with the
following functionality:
Button Description

New Map Click this to add a new drum map to the project. The drum sounds will
be named “Sound 1, Sound 2” and so on, and have all parameters set
to default values. The map will be named “Empty Map”, but you can re-
name it by clicking and typing in the list.

New Copy Adds a copy of the currently selected drum map. This is probably the
quickest way to create a new drum map: select the map that is similar
to what you want, create a copy, change the desired drum sound set-
tings and rename the map in the list.

Remove Removes the selected drum map from the project.

Load Opens a file dialog, allowing you to load drum maps from disk. On the
Nuendo CD you will find a number of drum maps for different MIDI in-
struments – use this function to load the desired maps into your project.

Save Opens a file dialog for saving the drum map selected in the list. If you
have created or modified a drum map, you should use this function to
save it as a file on disk – this allows you to load it into other projects.
Drum map files have the extension “.drm”.

Assign Click this button to assign the selected drum map to the current MIDI
track (only available if a MIDI track was selected when you opened the
Drum Map Setup dialog). This is the same as selecting the drum map
from the Map pop-up menu.

OK Closes the dialog.

• Drum maps are saved with the project files. If you have created or modi-
fied a drum map, you should use the Save function to store it as a sepa-
rate file, available for loading into other projects.
If you always want to have the same drum map(s) included in your projects, you may
want to load these into the default project – see page 680.

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22 – 536 The MIDI editors
O-Note Conversion
This function on the MIDI menu goes through the selected MIDI part(s)
and sets the actual pitch of each note according to its O-note setting.
This is useful if you want to convert the track to a “regular” MIDI track
(with no drum map) and still have the notes play back the correct drum
sound. A typical application is if you want to export your MIDI recording
as a standard MIDI file (see page 689) – by first performing an O-Note
Conversion you make sure that your drum tracks play back as they
should when they are exported.

Using drum name lists


Even if no drum map is selected for the edited MIDI track, you can still
use the Drum Editor if needed. As previously mentioned, the drum
sound list will then only have four columns: Audition, Pitch, Instrument
(drum sound names) and Quantize. There will be no I-note and O-note
functionality.
In this mode, the names shown in the Instrument column depend on
the selection on the Names pop-up menu, just below the Map pop-up
in the Drum Editor.

The options on this pop-up menu are the currently loaded drum maps
plus a “GM Default” item which is always available. This means you
can use the drum sound names in any loaded drum map without using
I-notes and O-notes, should you so like.

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The MIDI editors 22 – 537
The List Editor – Overview

The toolbar
The toolbar contains several items that are the same as in the Key
Editor (edit solo, snap, quantize settings, etc.). These are described
earlier in this chapter. The following toolbar items are unique to the
List Editor:
• The Insert pop-up menu is used when creating new events.
This is where you determine what type of event to add (see page 540).
• The Mask pop-up menu and Filter view (Show Filter View button) allow you to
hide events from view, based on their type and other properties.
See page 543.

• The Value View button can be used for hiding and showing the Value
display (see below).
The List Editor has no info line (numerical editing is available in the list
instead).

The list
This lists all events in the currently selected MIDI part, in the order
(from top to bottom) they are played back. You can edit the event
properties by using regular value editing, as described on page 541.

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22 – 538 The MIDI editors
The event display
This shows the events graphically. The vertical position of an event in
the display corresponds to its entry in the list (i.e. to the playback or-
der), while the horizontal position corresponds to its actual position in
the project. This is where you add new parts or events, drag to move
them, etc.

The value display


This display shows the “value” of each event, allowing for easy view-
ing and graphical editing. Typically, the value shown is the “Data 2” or
“Value 2” property (amounts for MIDI controller events, velocity for
notes, etc.). You can show or hide this display by clicking the “Show
List Value View” button on the toolbar.

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The MIDI editors 22 – 539
List Editor operations
Customizing the view
You can click and drag the divider between the list and the event dis-
play to make one area wider and the other narrower. Furthermore, the
list can be customized in the following ways:
• You can change the order of the columns by dragging the column headings.
• You can resize columns by dragging the dividers between the column headings.

Setting the display format


Just like in the Project window, you set the display format (bars+beats,
seconds, etc.) by right-clicking (Win) or [Ctrl]-clicking (Mac) in the
ruler and selecting an option from the pop-up menu. This setting affects
both the ruler and all start, end and length values shown in the list.

Zooming
You can change the horizontal magnification in the event display by us-
ing the zoom slider below the display or the Magnification Glass tool.

Adding events
To add a new event to the edited part, proceed as follows:
1. Use the Insert pop-up menu on the toolbar to select the event type.

2. Select the Pencil tool and click in the event display, at the desired
position (relative to the ruler).
If you are creating note events, you can click and drag to set the length of the note.
The new event appears in the list and in the display. Its properties will
be set to default values, but can easily be adjusted in the list.

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22 – 540 The MIDI editors
Editing in the list
The list allows you to perform detailed numerical editing of the events’
properties. The columns have the following functionality:
Column Description

Type The event type. This cannot be changed.

Start The start position of the event, shown in the format selected for the ruler.
Changing this is the same as moving the event. Note that moving the
event past any other event in the list will re-sort the list (the list always
shows the events in the order they are played back).

End This is only used for note events, allowing you to view and edit the end
position of a note (thereby resizing it).

Length This is only used for note events. It shows the length of the note – chang-
ing this resizes the note and automatically changes the End value as well.

Data 1 This is the “data 1” or “value 1” property of the event. The content of this
depends on the event type – for notes, this is the pitch, for example.
Where applicable, the values are shown in the most relevant form. For in-
stance, the Data 1 value for notes is shown as a note number in the for-
mat selected in the Preferences dialog (Event Display–MIDI page). See
also the table on page 546.

Data 2 This is the “data 2” or “value 2” property of the event. The content of this
depends on the event type – for notes, this is the velocity value, for exam-
ple. See the table on page 546.

Channel The MIDI channel of the event. Note that this setting is normally overrid-
den by the channel setting for the track. To make a MIDI event play back
on “its own” channel, set its track to channel “Any” in the Project window.

Comment This column is used for some event types only, providing an additional
comment about the event.

• For SysEx (system exclusive) events, you can only edit the position
(Start) in the list.
However, clicking the Comment column opens the MIDI SysEx Editor, in which you
can perform detailed editing of system exclusive events. This and other aspects of
working with system exclusive messages is described in the separate document “MIDI
devices and features”.

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The MIDI editors 22 – 541
Editing in the event display
The event display allows you to edit the events graphically using the
tools on the toolbar.

• To move an event, click and drag it to a new position.


Note that moving the event past any other event in the display will re-sort the list (the
list always shows the events in the order they are played back). As a result, the vertical
position of the event in the display will change as well.

• To make a copy of an event, press [Alt]/[Option] and drag it to a new


position.

• To resize a note, select it and drag its end point with the Arrow tool as
in the Project window.
This only works with notes.

• To mute or unmute an event, click on it with the Mute tool.


You can mute or unmute several events in one go by enclosing them in a selection
rectangle with the Mute tool.

• You can select a color scheme for the events with the Colors pop-up
menu on the toolbar.
This affects how all MIDI events are shown in the List, Key and Drum editors – see
page 547.

• To delete an event, select it and press [Backspace] or [Delete], or


click on it with the Eraser tool in the event display.

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22 – 542 The MIDI editors
Filtering

Clicking the “Show Filter View” button on the toolbar opens an addi-
tional filter bar that allows you to hide specific event types from view.
For example, it may be hard to find note events if the part contains a
lot of controllers. By hiding these the list becomes more manageable.
To hide an event type, tick its checkbox on the filter view. To see one
event type only (hide all other event types), press [Ctrl]/[Command]
and click its checkbox. If you [Ctrl]/[Command]-click again, all check-
boxes are cleared (all events will be visible).

• The event types remain hidden even if you close the filter view.
To make sure you see all events, open the filter view and check that all checkboxes are
deactivated.

• The filter view does not remove, mute or in any other way change the
events.

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The MIDI editors 22 – 543
Masking

The Mask function is similar to the filter view but allows you to hide
events based on some other criteria as well. Proceed as follows:
1. Select an event (or several events) of the type you want to view.
2. Pull down the Mask pop-up menu on the toolbar and select one of the
options.
The results are as follows:

Option Description

Event Types Only events with the type of the selected event will be shown. This
does the same as the filter view but is quicker if you only want to
view a single event type.

Event Types and Only events of the same type and with the same “Data 1” value will
Data 1 be shown. For example, if a note event is selected, only notes with
the same pitch will be shown. If a controller event is selected, only
controllers of the same type will be shown.

Event Channels Only events with the same channel as the selected event will be
shown.

In addition to the above options, the menu also gives you access to the
same presets available in the Logical Editor (see the separate “MIDI de-
vices and features” pdf document). Furthermore, the “Setup...” item on
the Mask pop-up menu gives you direct access to the Logical Editor,
with the aid of which you can create very complex masking settings.

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22 – 544 The MIDI editors
When you apply any of the presets from the Logical Editor or use the
Logical Editor to create masking settings yourself, only the events that
meet the criteria specified will be visible.

• To deactivate the Mask function, select “Nothing” from the Mask pop-
up menu.
The most typical usage of the Mask function is to view a certain type
of controller only (e.g. Modulation, Breath Control, etc.). Since these
are all the same event types (controller), this would not be possible
using the filter view. With the “Controllers and Event Types” option on
the Mask pop-up menu, it is!
Editing in the value display
The value display to the right of the event display is a tool for quick
viewing and editing of multiple values, e.g. velocities or controller
amounts. The values are shown as horizontal bars, with the bar length
corresponding to the value.

A velocity ramp in the value display.


You edit the values by clicking and dragging. Note that the pointer au-
tomatically takes on the shape of the Pencil tool when you move it into
the value display – you don’t have to select the Pencil tool for this.

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The MIDI editors 22 – 545
Exactly which value is shown for an event depends on the event type.
The following table shows what is displayed and edited in the Data
columns and the value display:
Event type Data 1 Data 2 Value display

Note Pitch (note number) Velocity Velocity

Controller Controller type Controller amount Controller amount

Program Change Program number Not used Program number

Aftertouch Aftertouch amount Not used Aftertouch amount

Pitch Bend Bend amount Not used Bend amount

SysEx Not used Not used Not used

• The value display can be hidden from view by clicking the “Show List
Value View” button on the toolbar, so that it is not lit.

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22 – 546 The MIDI editors
Common MIDI editor options and settings
Snap

Snap activated on the toolbar.

The Snap function helps you find exact positions when editing in a
MIDI editor. It does this by restricting horizontal movement and posi-
tioning to certain positions. Operations affected by snap include mov-
ing, duplicating, drawing, sizing, etc.
• When the “Bars+Beats” display format is selected in the ruler, the quantize
value on the toolbar determines the snap value.
This makes it possible to snap not only to straight note values but also to swing grids
set up in the Quantize Setup dialog (see page 469).
• When any time-based display format is selected in the ruler, editing snaps to
whole seconds.

Coloring notes and events


By using the Colors pop-up menu on the toolbar, you can select a
color scheme for the events in the editor. The following options are
available:
Option Description

Velocity The notes get different colors depending on their velocity values.

Pitch The notes get different colors depending on their pitch.

Channel The notes get different colors depending on their individual MIDI channel
values.

Part The notes get the same color as their respective part in the Project win-
dow. Use this option when you are working with two or more tracks in an
editor, to see better which notes belong to which track.

When any of the first three options is selected, you can select “Setup”
from the Colors pop-up menu. This opens a dialog in which you can
specify which colors should be associated with which velocities,
pitches or channels, respectively.

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The MIDI editors 22 – 547
NUENDO
22 – 548 The MIDI editors
23
The Tempo Track Editor
Background
For each audio or MIDI track in Nuendo, you can specify whether it
should be time based or tempo based (see page 110). For tempo
based tracks, the tempo can either be fixed through the whole project
(this is called “Fixed tempo mode”) or follow the Tempo track (this is
called “Tempo track mode”), which may contain tempo changes.

• To switch between Fixed tempo mode and Tempo track mode, use
the Tempo button on the Transport panel:

When the Tempo button is lit (and the text “Track” is shown), the tempo follows the
Tempo track, when it is deactivated (and the text “Fixed” is shown), the Fixed tempo
is used (see page 558). You can also switch tempo mode in the Tempo Track
Editor (see below).

The Tempo track also contains time signature events. These are always
active, regardless of whether Fixed tempo mode or Tempo track mode
is selected.

A note about tempo based audio tracks


For tempo based tracks, the start time position of audio events de-
pends on the current tempo setting. However, it is important to realize
that the actual audio (“within” the events) will play back as recorded,
regardless of any tempo changes you make. Therefore, it’s good prac-
tice to make the proper tempo and time signature settings before you
start recording tempo based audio.

• To make an already recorded audio track follow the tempo changes, you
can use the Hitpoints and Slicing features, as described on page 402.
How well this works depends on the character of the audio recordings, since the Hit-
point detection feature works best with fairly rhythmical material.

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23 – 550 The Tempo Track Editor
Window overview
To make changes to the actual Tempo track you need to open the
Tempo Track Editor, by selecting “Tempo Track” on the Project menu.

The toolbar
The toolbar contains various tools and settings. The tempo and time
signature displays to the right allow you to view and edit the value of
the selected tempo curve point or time signature event, much like the
info line in other editors.
Tools Snap on/off

Tempo track on/off Autoscroll

Curve type selector The selected time signature

The selected tempo Curve type for new tempo events

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The Tempo Track Editor 23 – 551
The ruler
The ruler in the Tempo Track Editor shows the timeline. As in other win-
dows, you can select a display format by clicking on the arrow button
to the right of the ruler, and selecting an option from the pop-up menu
that appears.

The two additional items at the bottom of the menu have the following
functionality:

• If “Time Linear” is selected, the ruler, time signature area and tempo
curve display will be linear in relation to the timeline.
This means that if the ruler shows bars and beats, the distance between the bar lines
will vary depending on the tempo.

• If “Bars+Beats Linear” is selected, the ruler, time signature area and


tempo curve display will be linear in relation to beats.
If the ruler shows bars and beats, the distance between beats will be constant.

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23 – 552 The Tempo Track Editor
The time signature area
The area below the ruler contains time signature events.

The tempo curve display

The main display shows the tempo curve (or, if Fixed tempo mode is
selected, the Fixed tempo – see page 558). To the left of the display
is a tempo scale to help you quickly locate the desired tempo.
• Note that the vertical “grid lines” correspond to the display format
selected for the ruler.

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The Tempo Track Editor 23 – 553
Operations
Zooming
Changing the magnification is done using any of the following methods:
• By using the zoom sliders in the lower right corner of the window.
• By using the Magnifying Glass tool.
This works according to the standard procedures.

• By using the Zoom submenu on the Edit menu.


The options on the menu work as in other windows.

Editing the tempo curve

❐ This section assumes that you are working in Tempo track mode, i.e. the
Tempo button is lit on the Transport panel.

Adding tempo curve points


1. Use the “insert curve” pop-up menu in the toolbar to select whether
you want the tempo to change gradually from the previous curve point
to the new one (“Ramp”) or change instantly to the new value (“Jump”).
2. Select the Pencil tool.
3. Click at the desired time position in the tempo curve display, and keep
the mouse button pressed.
If Snap is activated on the toolbar, this determines at which time positions you can in-
sert tempo curve points, see page 560.

When you click, the tempo display in the toolbar shows the tempo value.

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23 – 554 The Tempo Track Editor
4. Drag the curve point to the desired tempo value (indicated in the
tempo display), and release the mouse button.
The tempo curve point is inserted. The result depends on whether you selected “Ramp”
or “Jump” in step 1 above:

Insert curve set to “Ramp”. Insert curve set to “Jump”.

• You can also just click and draw a tempo curve with the Pencil tool,
having curve points automatically inserted as you draw.
You would probably want to select the “Ramp” Insert Curve mode when doing this.

• Instead of using the Pencil tool, you can press [Alt]/[Option] and use
the Arrow tool.
This will only insert a single point (i.e. you cannot draw a curve with the Arrow tool).

❐ You can also have tempo values automatically inserted by the Beat Cal-
culator, see page 561.

Selecting tempo curve points


Selecting curve points is done using any of the following methods:
• Use the Arrow tool.
The standard selection techniques apply.
• Use the Select submenu on the Edit menu.
The options are:

Option Description

All Selects all curve points on the Tempo track.

None Deselects all curve points.

In Loop Selects all curve points between the left and right locator.

From Start to Cursor Selects all points to the left of the project cursor.

From Cursor to End Selects all points to the right of the project cursor.

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The Tempo Track Editor 23 – 555
• You can also use the left and right arrow keys on the computer key-
board, to go from one curve point to the next.
If you press [Shift] and use the arrow keys, the current selection will be kept, allowing
you to select several points.

Editing tempo curve points


Curve points can be edited in the following ways:
• By clicking and dragging horizontally and/or vertically.
If several points are selected, all of them are moved. If Snap is activated on the toolbar,
this determines to which time positions you can move curve points, see page 560.
• By adjusting the tempo value in the tempo display on the toolbar.
For this to work, a single tempo curve point must be selected.

❐ Dragging tempo curve points with a time based display format (any other
format than “Bars+Beats”) may give confusing results. This is because
moving a point will change the relationship between tempo and time.
Specifically, let’s say you move a tempo point to the right and drop it on a
certain time position. When you release the mouse button, the mapping
between tempo and time will be adjusted (since you have changed the
tempo curve). As a result, the moved point will appear at another position.
For this reason, we recommend that you use the Bars+Beats display for-
mat when editing tempo curves.

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23 – 556 The Tempo Track Editor
Adjusting the curve type
You can change the curve type of a tempo curve segment at any time,
using the following method:
1. Select all curve points within the segment you want to edit.

2. Pull down the Curve pop-up menu on the toolbar and select “Jump” or
“Ramp”.
The curve sections between the selected points are adjusted.

Removing tempo curve points


To remove a curve point, either click on it with the Eraser tool or select
it and press [Backspace]. The first tempo curve point cannot be re-
moved.

Recording tempo changes

The tempo record slider on the toolbar allows you to record tempo
changes “on the fly”: simply start playback and use the slider to raise
or lower the tempo at the desired positions. Useful for creating natural
sounding ritardandos, etc.

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The Tempo Track Editor 23 – 557
Setting the Fixed tempo
When the Tempo track button is deactivated, the Tempo track curve is
greyed out (but still visible). Since the Fixed tempo is constant through-
out the whole project, there are no tempo curve points. Instead, the
Fixed tempo is displayed as a horizontal black line in the tempo curve
display.

There are two ways to set the tempo in Fixed mode:


• Drag the tempo line up or down with the Arrow tool.

• Adjust the value numerically in the tempo display on the toolbar.

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23 – 558 The Tempo Track Editor
Adding and editing time signature events
• To add a time signature event, click in the time signature area with the
Pencil tool.
This adds a default 4/4 time signature event at the closest bar position. You can also
do this by pressing [Alt]/[Option] and clicking with the Arrow tool.

• To edit the value of a time signature event, select it and adjust the
value in the signature display on the toolbar.
Note that there are two thumbwheel controls for the signature display; the left adjusts
the numerator and the right adjusts the denominator.

• You can move a time signature event by clicking and dragging it with
the Arrow tool.
Again, note that time signature events can only be positioned at the start of bars.

• To remove a time signature, either click on it with the Eraser tool or se-
lect it and press [Backspace].
The first time signature event cannot be removed.

Exporting and importing Tempo tracks


On many occasions it is useful to have several different projects share
the same tempo track – e.g. when you are doing music for picture-
work in workgroups. You can export the current tempo track for use in
other projects by selecting “Tempo Track” from the “Export” submenu
on the File menu. This allows you to save the tempo track information
(including time signature events) as a special xml file (file extension
“.smt”).
To import a saved tempo track, select “Tempo Track” from the “Im-
port” submenu on the File menu. Note that this replaces all tempo
track data in the current project (although the operation can be un-
done if needed).

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The Tempo Track Editor 23 – 559
Options and settings
Snap
You activate or deactivate Snap by clicking the Snap icon on the tool-
bar. The behavior of the function depends on the display format se-
lected for the ruler:

• If “Bars+Beats” is selected, tempo curve points will snap to the start


of bars.

• If any other display format is selected, tempo curve points will snap to
the vertical grid lines in the tempo curve display.
The spacing of the grid lines depends on the horizontal magnification.

• Time signature events can only be positioned at the start of bars, re-
gardless of whether Snap is activated or not.

Autoscroll
When this option is activated, the tempo curve display will scroll dur-
ing playback, keeping the project cursor visible.

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23 – 560 The Tempo Track Editor
The Beat Calculator

The Beat Calculator is a tool for calculating the tempo of freely recorded
audio or MIDI material. It also allows you to set the tempo by tapping.

Calculating the tempo of a recording


1. In the Project window, make a selection that covers an exact number
of beats of the recording.
2. Select “Beat Calculator…” from the Project menu.
The Beat Calculator window appears.

3. Enter the number of beats that the selection encompasses in the


Beats field.
The corresponding tempo is calculated and displayed in the BPM field.

• If you need to adjust the selection, you can just go back to the Project
window, leaving the Beat Calculator open.
To re-calculate the tempo after adjusting the selection, click Refresh.

4. If you like, you can insert the calculated tempo into the Tempo track,
by clicking one of the buttons in the lower left corner of the Beat Cal-
culator window.
Clicking “At Tempo Track Start” will adjust the first tempo curve point, while “At Selec-
tion Start” will add a new tempo curve point at the selection’s start position, using the
“Jump” curve type (see page 554).

❐ If Fixed tempo mode is selected when you insert the calculated tempo,
the Fixed tempo will be adjusted, regardless of which button you click.

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The Tempo Track Editor 23 – 561
Using Tap Tempo
The Tap Tempo function allows you to specify a tempo by tapping:
1. Open the Beat Calculator.
2. If you want to tap the tempo to some recorded material, activate play-
back.
3. Click the Tap Tempo button.
The Tap Tempo window appears.

4. Tap the tempo on the computer keyboard’s space bar or with the
mouse button.
The tempo display will update the calculated tempo between each tap.

5. When you stop tapping, the program calculates the average timing of
the taps and displays it.
6. Click OK to close the Tap Tempo window.
The tapped tempo is now shown in the Beat Calculator’s BPM display. If you like, you
can insert it into the Tempo track as described on the previous page.

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23 – 562 The Tempo Track Editor
Merge Tempo From Tapping
This function allows you to create a complete tempo track based on
your tapping. Typically, you would use this if you have an audio file
with no tempo mapping, and want to be able to add sequenced mate-
rial afterwards, etc.
1. Create an empty time-based MIDI track and, while playing back your
audio material, tap the new tempo on your MIDI keyboard and record
the created notes onto the new MIDI track.
Note that you must create note events – pedal events cannot be used for this function.

2. Play back the audio and check that the timing of the MIDI notes corre-
sponds to that of the audio.
If necessary edit the MIDI notes in an editor.

3. Select the part (or the individual notes, in an editor) that you want to
use for the calculation.
4. Select "Merge Tempo From Tapping" from the Functions submenu on
the MIDI menu.
A dialog opens.

5. In the dialog, specify what type of note (1/2, 1/4 etc.) you tapped dur-
ing the recording.
If you activate the “Begin at Bar Start” option, the first note will automatically start at
the beginning of a bar when calculating the new tempo curve.

6. Click OK.
The project’s tempo is adjusted to the tapped notes.

7. Open the Project menu and select “Tempo Track” to check that the
new tempo information is reflected in the tempo curve.

• Another way of creating a tempo map for freely recorded audio would be
to use the Time Warp tool – see page 564.

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The Tempo Track Editor 23 – 563
The Time Warp tool
The Time Warp tool lets you adjust the Tempo track so that “musical
time based” material (positions related to the tempo) matches “linear
time based” material (positions in time). Some typical applications:
• When you have recorded music (audio or MIDI) without tempo reference or
metronome click – the Time Warp tool can be used for creating a tempo map
that fits the recording (allowing you to rearrange or add sequenced material).
• When you are creating music for a movie and want to match certain positions
in the video with certain positions in the music.
The Time Warp tool makes use of the fact that tracks can be based on
time positions (linear time base) or positions related to tempo (musical
time base) – see page 110 for a description of these modes.

Basic procedure
You use the Time Warp tool to drag a musical position (a position in
bars+beats format) to a certain position in time. This can be done in
the Project window or in editor windows, as described below. Here is
the general procedure:
1. Make sure Tempo track mode is selected.
You cannot use the Time Warp tool in Fixed tempo mode.

2. Select the Time Warp tool.

Bars+Beats format is automatically selected for the ruler in the active window and
the ruler is shown in dark red.

3. Click in the window at a musical position and drag it so that it matches


a position in the material you are editing – e.g. the start of an event, a
certain “hit” within an audio event, a frame in a video clip, etc.
When you click with the Time Warp tool it snaps to the grid in the window.

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23 – 564 The Tempo Track Editor
Dragging the start of bar 9 to the start of the audio event.

While you are dragging, the track(s) you are editing are temporarily
switched to linear time base – this means that the contents of the
tracks remain at the same time positions regardless of the tempo
(there is an exception to this in the Project window – see below).
4. When you release the mouse button the musical position you clicked
on matches the time position you dragged it to.
This is because the Time Warp tool changed the last tempo event on the Tempo track
(and/or added new ones, depending on window and usage), thereby scaling the
tempo track to fit.

Rules
• When you use the Time Warp tool, the tempo value of the last tempo
event (before the click position) is adjusted.
• If later tempo events exist, a new tempo event will be created at the
click position. This way, the later tempo event(s) will not be moved.
• If you press [Shift] and use the Time Warp tool, a new tempo event is
created at the click position.
[Shift] is the default modifier for this – you can adjust this in the Preferences dialog
(Editing-Tool Modifiers page, under the Warp Tool category).
• If you use the Time Warp tool in an editor, a tempo event will be cre-
ated at the start of the edited part or event. Only the track being ed-
ited will be affected – but note that events after the edited events or
parts (on the edited track) will be affected as well.
• If you have made a selection range (in the Project window, Audio Part
Editor or Sample Editor) and use the Time Warp tool within that
range, the tempo changes will be confined to that range.
This means tempo events will be inserted at the start and end of the selection range, if
needed – useful if you need to adjust the tempo within a certain area but want all ma-
terial outside that range to stay in place.
• When you click with the Time Warp tool, it snaps to the tempo grid in
the window.

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The Tempo Track Editor 23 – 565
• When you drag the tempo grid to a new position, it can be magnetic
to events in the window.
In the Project window, this requires that Snap is activated and “Events” is selected on
the Snap pop-up menu – the grid will then snap to the start and end of events or parts,
and to markers. In the Sample Editor, this requires that Snap to Zero Crossings is ac-
tivated – the grid will then snap to hitpoints (if any). In the MIDI editors, this requires
that Snap is activated – the grid will then snap to the start and end of notes.
• The function will create tempo values up to 300 bpm.

Viewing and adjusting tempo events


When you select the Time Warp tool, the ruler of the active window is
shown in dark red. Existing tempo events are shown in the ruler as
“flags” with the tempo values displayed.

This helps you see what’s going on, but you can also use this for edit-
ing the tempo track:

• If you press the create/erase modifier key (by default [Shift]) and click
on a tempo event in the ruler, it is deleted.

• You can click on a tempo event in the ruler and drag to move it.
This automatically edits the tempo value in the event so that elements to the right keep
their positions.

• If you press [Alt]/[Option] and move (or delete) a tempo event in the
ruler, the tempo value is not adjusted – this means elements to the
right will be moved.
This is the default modifier key for this – you can adjust this in the Preferences dialog
(Editing-Tool Modifiers page, under the Warp Tool category).

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23 – 566 The Tempo Track Editor
Using the Time Warp tool in the Project window
In the Project window there are two modes for the Time Warp tool:
• In the default mode, all tracks are temporarily switched to linear time base
when you use the tool. This means that all tracks will keep their absolute time
positions when you adjust the tempo track.
• In the “musical events follow” mode, no tracks are switched to linear time
base. This means that all tracks (that are not set to linear time base) will follow
the changes you make to the tempo track.
You select the Time Warp mode by selecting the tool, clicking on the
tool icon and selecting from the pop-up menu that appears.

Matching a musical score to video


Here’s an example of how to use the Time Warp tool in “musical
events follow” mode. Let’s say you are creating the music for a film.
You have a video track, an audio track with a commentary and some
audio and/or MIDI tracks with your music. Now you want to match the
position of a musical cue to a position in a video film. The musical cue
happens in bar 33. There are no tempo changes in the project (yet).
1. Make sure tempo track mode is selected in the Transport panel.
2. Now you need to locate the position in the video. If you don’t need
very high precision, you can simply locate it looking at the thumbnails
on the video track – otherwise you can pinpoint the exact position and
add a marker to the Marker track (that you can snap to later on).
If you are using Cubase SX, you could also make a note of the exact position and add
an extra ruler track set to show time code.

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The Tempo Track Editor 23 – 567
3. Make sure the correct tracks are set to linear time base or musical
time base, respectively.
In our example we want the video track and the audio track with a commentary
voiceover to be linear time based (as well as the marker track, if you are using one). All
other tracks should be set to musical time base. You change this by clicking the time
base button in the Track list or Inspector.

Musical time base selected. Linear time base selected.

4. Set up the Grid Type pop-up menu as desired.


When you click with the Time Warp tool, it snaps to the selected grid. In this case, the
musical cue happens at the start of bar 33, so we can set the grid to “Bar”.

• Note that this affects the snapping to the ruler (tempo grid) when you
click! In addition, the tool can be “magnetic” to events in the Project
window when you drag – for this you need to activate Snap and se-
lect “Events” on the Snap pop-up menu.
In our example, this would be useful if you created a marker at the desired position in
the video – when you drag the grid (see below), it will snap to the marker.

5. Select the Time Warp tool and select the “musical events follow” mode.

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23 – 568 The Tempo Track Editor
6. Click in the event display at the start of bar 33 and drag to the desired
position in the video.
As mentioned above, this can mean dragging to a position indicated by the thumbnails
on the video track, to a marker on the Marker track or to a time position on an additional
ruler track (Cubase SX only).

When you drag, you will see the ruler being scaled – and the music
tracks will follow.
7. Release the mouse button.
If you look in the ruler at the beginning of the project, you will see that the first (and
only) tempo event has been adjusted.

8. Try playing back.


The musical cue should now happen at the correct position in the video.
OK, let’s say you need to match another cue to another position later
on in the video. If you simply repeat this procedure, you will find that
the first cue gets out of sync – since you are still changing the first
(and only) tempo event on the Tempo track!

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The Tempo Track Editor 23 – 569
You need to create a “lock point” – a tempo event at the first cue po-
sition:
9. Press [Shift] and click with the Time Warp tool in the event display at
the cue position.
In our case this is bar 33.

As you can see, a tempo event (with the same value as the first one) is
added at that position.
10.Now match the next musical cue to the next video position, by drag-
ging the musical position to the desired time position as before.
The new tempo event is edited – the first tempo event is unaffected and the original
cue is still matched.

• If you know you are going to match several cues this way, you should
make it a habit to press [Shift] each time you use the Time Warp tool
to match positions.
This adds a new tempo event – that way you don’t have to add tempo events after-
wards as in step 9 above.

About snapping
If Snap is activated in the Project window and “Events” is selected on
the Snap pop-up menu, the Time Warp tool will be magnetic to events
when you drag the tempo grid. This makes it easier to snap a tempo
position to a marker, the start or end of an audio event, etc.

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23 – 570 The Tempo Track Editor
Using the Time Warp tool in an audio editor
Using the Time Warp tool in the Sample Editor or Audio Part Editor is
different from using it in the Project window, in the following ways:
• When you use the Time Warp tool, a tempo event is automatically inserted at
the beginning of the edited event or part – this tempo event will be adjusted
when you warp the tempo grid with the tool. This means that material before
the edited events won’t be affected.
• There is only one mode for the Time Warp tool in the audio editors: When you
use the tool, the edited track is temporarily switched to linear time base.

Making a tempo map for a “free” recording


The following example shows how to use the Time Warp tool in the
Sample Editor to create a tempo map matching freely recorded music.
Let’s say you have recorded a drummer, playing without a metronome
– this typically means the tempo varies every so slightly. To be able to
add sequenced material and easily rearrange the recorded audio, you
want the tempo in Nuendo to match the recorded drum track:
1. If necessary, move the recorded event to its desired start position.
Move it so that the first downbeat (“one”) happens on the start of the desired bar –
zoom in if needed.

2. Open the drum recording in the Sample Editor and make sure Hit-
point mode isn’t selected.
The Time Warp tool cannot be used in Hitpoint mode – however, if you have calcu-
lated hitpoints already these will be visible when the Time Warp tool is selected (see
below).

3. Set the zoom so that you can see the individual drum hits clearly.
To achieve this type of “visual” beat matching, it’s important to have a fairly clean re-
cording, such as the drum track in this example.

4. Select the Time Warp tool.


You have already matched the first downbeat with the start of a bar.
However, if the recording starts before the first downbeat (with a fill,
some silence, etc.) you want to “lock” the first downbeat so that it
stays in position:

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The Tempo Track Editor 23 – 571
5. Press [Shift] and click in the event at the position of the first downbeat
(the start of the bar).
When you press [Shift], the pointer turns into a pencil. Clicking adds a tempo event at
the first downbeat – when you later adjust the tempo with the Time Warp tool, the first
downbeat will stay in place. Note: if the event started exactly on the first downbeat (no
audio before the “one”) you wouldn’t need to do this. This is because a tempo event is
automatically added at the start of the edited event.

6. Now, locate the start of the next bar in the ruler.


7. Click at that position in the event display and drag the position to the
downbeat of the second bar in the recording.
When you click, the pointer will snap to the ruler grid.

You mustn’t necessarily match the downbeats (“ones”) – in this figure beat “2” in
the second bar is matched to the “two” in the recording’s second bar (simply
because the snare drum hits on the upbeats are easier to spot in the waveform
image).

When you dragged the grid you changed the tempo value in the
tempo event at the first downbeat. If the drummer held a fairly consis-
tent tempo, the following bars should now match pretty well too.

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23 – 572 The Tempo Track Editor
8. Check the following bars and locate the first position where the audio
drifts from the tempo.
Now, if you simply adjusted that beat in the tempo grid to match the
beat in the recording, the tempo event at the first downbeat would be
changed – this would ruin the match in the previous bars! We need to
lock these by inserting a new tempo event.
9. Locate the last beat that’s in sync.
This would be the beat just before the position where the audio and tempo drift apart.

10.Press [Shift] and click at that position to insert a tempo event there.
This locks this matched position – the material to the left will not be affected when you
make adjustments further along.

11.Now match the tempo grid to the next (unmatched) beat by clicking
and dragging with the Time Warp tool.
The tempo event you inserted in step 10 will be adjusted.

12.Work your way through the recording this way – when you find that
the recording drifts from the tempo, repeat steps 9 to 11 above.
Now the Tempo track follows the recording and you can add se-
quenced material, rearrange the recording etc.

Matching to hitpoints
If you have calculated hitpoints for the audio event you are editing,
these will be shown when the Time Warp tool is selected.
• The number of hitpoints shown depends on the Hitpoint Sensitivity slider set-
ting you’ve made in Hitpoint mode.
• If you activate the Snap to Zero Crossing button on the toolbar, the Time
Warp tool will snap to hitpoints when you drag the tempo grid.
• If you use the Create Markers function on the Audio-Advanced submenu,
markers will be created at the hitpoint positions. This can be useful when us-
ing the Time Warp tool in the Project window, as the tool will be magnetic to
markers (if Snap to Events is activated on the toolbar).

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The Tempo Track Editor 23 – 573
Using the Time Warp tool in a MIDI editor
This is very similar to using the tool in an audio editor:
• When you use the Time Warp tool, a tempo event is automatically inserted at
the beginning of the edited part – this tempo event will be adjusted when you
warp the tempo grid with the tool. This means that material before the edited
part won’t be affected.
• There is only one mode for the Time Warp tool in the MIDI editors: When you
use the tool, the edited MIDI track is temporarily switched to linear time base.
• The rulers in the MIDI editors can be set to “Time Linear” or “Bars+Beats Lin-
ear” mode (see page 493) – the Time Warp tool requires Time Linear mode. If
necessary, the ruler mode will be switched when you select the Time Warp
tool.
• If Snap is activated on the toolbar in the MIDI editor, the tool will snap to the
start and end of MIDI notes when you drag the tempo grid.
Typically, you would use the Time Warp tool in a MIDI editor to match
the Nuendo tempo to freely recorded MIDI material (much like the au-
dio example above).

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23 – 574 The Tempo Track Editor
24
The Project Browser
Background
While the Project window and the editors display events and other data
graphically, the Project Browser window provides a list based repre-
sentation of the project. This allows you to view and edit all events on all
tracks by using regular value editing in a list.

Opening the Project Browser


You open the Project Browser by selecting “Browser” from the Project
menu. The Browser window can be open while you are working in
other windows; any changes made in the Project window or an editor
are immediately reflected in the Project Browser and vice versa.

Window Overview
The time Format (display The Add pop-up menu and Add button, for The Filter pop-up menu,
format) pop-up menu. creating new parts, events and regions. used when editing MIDI.

The Project Structure list. This is where The event display. This is where you view
you navigate through the project. and edit parts, events and Regions.

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24 – 576 The Project Browser
Navigating in the Browser
You use the Project Browser much like you use the Mac OS X Finder
and Windows Explorer for browsing folders on your hard disk:

• Click on an item in the Project Structure list to select it for viewing.


The contents of the item are shown in the event display.

In this figure, the parts on a MIDI track are displayed.

• Items with hierarchical substructures can be folded out by clicking the


plus symbols or the “Closed Folder“ symbols in the Project Structure
list.
When the substructure of an item is revealed, a minus symbol or an “Open Folder“
symbol is shown instead – click this to hide the substructure.

• To reveal or hide all substructures in the Project Structure list, use the
buttons “(+) All” and “(–) All” above the list.

• The actual editing is done in the event display, using regular value ed-
iting techniques.
There is one exception: You can rename items in the Project Structure list by clicking
on their names and typing.

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The Project Browser 24 – 577
Customizing the View
You can drag the divider between the Project Structure list and the
event display to make one of them wider and the other narrower. Fur-
thermore, the event display can be customized in the following ways:

• You can change the order of the columns by dragging the column
headings to the left or right.

• You can resize columns by dragging the dividers between the column
headings.

• To select a display format for all position and length values, use the
Time Format pop-up menu.

• You can sort events in the display by columns, by clicking the column
heading.
If you for example want to sort events by their start positions, click that column head-
ing. An arrow appears in the column heading, indicating that events are sorted by that
column. The direction of the arrow indicates whether the events are sorted in ascend-
ing or descending order. To change the direction, click the column heading again.

About the Sync Selection option


If the “Sync Selection” checkbox is activated (in the upper right corner
of the Project Browser), selecting an event in the Project window au-
tomatically selects it in the Project Browser, and vice versa. This
makes it easy to locate events in the two windows.
• This function is only available when a single event or part is selected.

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24 – 578 The Project Browser
Editing audio tracks
Audio tracks can have two “subitems”: Track Data and Automation.
• The Automation item corresponds to the Automation subtrack in the Project
window, and contains the track’s automation events (see page 585).
• The Track Data item corresponds to the actual audio track in the Project win-
dow. It contains audio events and/or audio parts, which in turn can contain audio
events.
Note, that if you have not performed any automation or opened an au-
tomation subtrack, the Browser will only contain the audio data.

The audio track


The Track Data sub-
item of the track
An audio part
The Automation
subtrack Audio events

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The Project Browser 24 – 579
The following parameters are available for the different items:

The list columns for audio parts:


Parameter Description

Name The name of the part. Double clicking on the part symbol beside it opens
the Audio Part Editor for the part.

Start The start position of the part. Editing this value is the same as moving the
part in the Project window.

End The end position of the part. Editing this value is the same as resizing the
part in the Project window.

Length The length of the part. Editing this value is the same as resizing the part
in the Project window.

Offset This adjusts the start position of the events within the part. Adjusting this
value is the same as sliding the contents of the part in the Project win-
dow (see page 125): setting a positive Offset value is the same as slid-
ing the contents to the left, while a negative Offset corresponds to sliding
the contents to the right.

Mute Click in this column to mute or unmute the part.

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24 – 580 The Project Browser
The list columns for audio events:
Parameter Description

Name Allows you to enter a descriptive comment for the event. Double clicking
on the waveform image beside it opens the Sample Editor for the event.

File The name of the audio file referred by the event’s audio clip.

Start The start position of the event. If the event belongs to an audio part, you
cannot move it outside the part.

End The end position of the event.

Snap The absolute position of the event’s snap point. Note that adjusting this
value will not change the position of the snap point within the event – in-
stead it is another way of moving the event!

Length The length of the event.

Offset This determines “where in the audio clip” the event starts. Adjusting this
value is the same as sliding the contents of the event in the Project win-
dow (see page 125).
You can only specify positive Offset values, since the event cannot start
before the start of the clip. Likewise, it cannot end after the end of the clip.
If the event already plays the whole clip, the Offset cannot be adjusted at
all.

Volume The volume of the event, as set with the Volume handle or on the info line
in the Project Window.

Fade In The length of the fade-in and fade-out areas respectively. If you use these
Fade Out settings to add a fade (where there previously was none), a linear fade
will be created. If you adjust the length of an existing fade, the previous
fade shape will be maintained.

Mute Click in this column to mute or unmute the event.

Image Displays a waveform image of the event inside a grey box corresponding
to the clip. The image is scaled according to the width of the column.

Creating audio parts


When the “Audio” item of an audio track is selected in the Project
Structure list, you can create empty audio parts on the track by click-
ing the Add button on the toolbar. This will insert a part between the
left and right locator.

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The Project Browser 24 – 581
Editing MIDI tracks
Just like audio tracks, MIDI tracks can have two “subitems”: Track
Data and Automation.
• The Track Data item corresponds to the actual MIDI track in the Project win-
dow and can contain MIDI parts (which in turn can contain MIDI events).
• The Automation item corresponds to the automation subtrack in the Project
window, and contains the track’s automation events (see page 585).
Note, that if you have not performed any automation or opened an au-
tomation subtrack, the Browser will only contain the MIDI data.
When editing the Track Data, the following parameters are available:

The list columns for MIDI parts:


Parameter Description

Name The name of the part.

Start The start position of the part. Editing this value is the same as moving
the part.

End The end position of the part. Changing this is the same as resizing the
part (and will automatically affect the Length value as well).

Length The length of the part. Changing this resizes the part and automatically
changes the End value.

Offset This adjusts the start position of the events within the part. Adjusting
this value is the same as sliding the contents of the part in the Project
window (see page 125): setting a positive Offset value is the same as
sliding the contents to the left, while a negative Offset corresponds to
sliding the contents to the right.

Mute Click in this column to mute or unmute the part.

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24 – 582 The Project Browser
The list columns for MIDI events:
Parameter Description

Type The type of MIDI event. This cannot be changed.

Start The position of the event. Editing this value is the same as moving the
event.

End This is only used for note events, allowing you to view and edit the end
position of a note (thereby resizing it).

Length This is only used for note events. It shows the length of the note – chang-
ing this resizes the note and automatically changes the End value as well.

Data 1 The property of this value depends on the type of MIDI event:
For notes, this is the note number (pitch). This is displayed and edited
as a note name and an octave number, with the values ranging between
C-2 and G8.
For Controller events, this is the type of Controller, displayed in words.
Note that you can edit this by entering a number – the corresponding
Controller type is automatically displayed.
For Pitch Bend events, this is the fine adjustment of the bend amount.
For Poly Pressure events, this is the note number (pitch).
For other event types, this is the value of the event.

Data 2 The property of this value depends on the type of MIDI event:
For notes, this is the note-on velocity.
For Controller events, this is the value of the event.
For Pitch Bend events, this is the coarse bend amount.
For Poly Pressure events, this is the amount of pressure.
For other event types, this is not used.

Channel The event’s MIDI Channel. See page 71.

Comment This column is used for some event types only, providing an additional
comment about the event.

• For SysEx (system exclusive) events, you can only edit the position
(Start) in the list.
However, clicking the Comment column opens the SysEx Editor, in which you can per-
form detailed editing of system exclusive events. This and other aspects of working
with system exclusive messages are described in the separate document “MIDI de-
vices and features”.

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The Project Browser 24 – 583
Filtering MIDI events
When you are editing MIDI in the Project Browser, the large number
of different MIDI events displayed can make it hard to find your way.
To remedy this, the Filter pop-up menu allows you to select a single
event type for display.

When this option is selected, only Program Change events will be shown in the
event display. To reveal all event types, select the top item (“---”) from the menu.
Creating MIDI parts
When a MIDI track is selected in the Project Structure list, you can
create empty MIDI parts on the track by clicking the Add button. This
will insert a part between the left and right locator.
Creating MIDI events
You can use the Project Browser to create new MIDI events, in the fol-
lowing way:
1. Select a MIDI part in the Project Structure list.
2. Move the project cursor to the desired position for the new event.
3. Use the Add pop-up above the event display to select which type of
MIDI event to add.

4. Click the Add button.


An event of the selected type is added to the part, at the project cursor position. If the
cursor is outside the selected part, the event is added at the beginning of the part.

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24 – 584 The Project Browser
Editing Automation tracks
All kinds of Nuendo automation (the automation subtracks for MIDI, au-
dio, group and FX channel tracks or the individual automation tracks
for VST Instruments, ReWire channels or Input/Output busses) are
handled in the same way in the Project Browser. Each Automation item
in the Project Structure list will have a number of subentries, one for
each automated parameter. Selecting one of these parameters in the
Project Structure list shows its automation events in the list:

You can use the two columns in the list to edit the position of the
events and their values.

Editing the Video track


When the Video track is selected in the Project Structure list, the event
display lists the video events on the track, with the following parameters:
Column Description

Name The name of the video clip that the event refers to.

Start The start position of the event. Editing this value is the same as moving
the event.

End The end position of the event. Editing this value is the same as resizing
the event, and will automatically change the Length value as well.

Length The length of the event. Editing this value is the same as resizing the
event, and will automatically change the End value as well.

Offset This determines “where in the video clip” the event starts.
Note that the event cannot start before the start of the clip, or end after
the end of the clip. Thus, if the event already plays the whole video clip,
the Offset cannot be adjusted at all.

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The Project Browser 24 – 585
Editing the Marker track
Marker events have the following parameters:
Column Description

Name The name of the marker. This can be edited for all markers except the
left and right locator.

Start The position of “regular” markers or the start position of cycle markers.

End The end positions of cycle markers. Editing this value is the same as
resizing the cycle marker, and will automatically change the Length
value as well.

Length The length of cycle markers. Editing this value is the same as resizing
the marker, and will automatically change the End value as well.

ID The number of the marker. For regular (non-cycle) markers, this corre-
sponds to the key commands used for navigating to the markers. For
example, if a marker has ID 3, pressing [3] on the computer keyboard
will move the song position to that marker. By editing these values, you
can assign the most important markers to key commands.
Note that you cannot edit the “L” and “R” marker IDs (Left and Right
locator) or assign IDs 1 and 2 to markers (since these are reserved for
the locators).

When the Marker track is selected, you can insert markers selecting
“Marker” or “Cycle Marker” from the Add pop-up menu and clicking
the Add button. Regular markers will be added at the current project
cursor position while cycle markers will be added between the current
left and right locator positions.

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24 – 586 The Project Browser
Editing the Tempo track
When Tempo track is selected in the Project Structure list, the event
display shows the events on the Tempo track, with the following para-
meters:
Parameter Description

Position The position of the Tempo event. You cannot move the first event on
the Tempo track.

Tempo The tempo value of the event.

Type This indicates whether the tempo should jump to the value of the event
(“Jump” type) or whether it should change gradually from the previous
Tempo event, creating a ramp (“Ramp” type). See page 554.

You can add new Tempo events by clicking the Add button. This cre-
ates a Jump-type event with the value 120 bpm, at the project cursor
position. Make sure that there is no other tempo event at the current
cursor position.

Editing Time Signatures


When “Signature track” is selected in the Project Structure list, the
event display shows the Time Signature events in the project:
Parameter Description

Position The position of the event. Note that you cannot move the first Time
Signature event.

Signature The value (time signature) of the event.

You can add new Time Signature events by clicking the Add button.
This creates a 4/4 event, at the beginning of the bar closest to the
project cursor position. Make sure that there is no other time signature
event at the current cursor position.

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The Project Browser 24 – 587
Deleting Events
The procedure for deleting Events is the same for all different Track
types:
1. Click on an Event (or a Part) in the Event display to select it.
2. Select Delete from the Edit menu or press [Delete] or [Backspace].

❐ Note that you cannot delete the first Tempo Event or the first Time Sig-
nature Event.

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24 – 588 The Project Browser
25
The Track Sheet
Overview
The Track Sheet provides a text-form “flow-chart” representation of the
Project. It lists all audio tracks and their contents, and can easily be
printed out.
To open the Track Sheet window, select “Track Sheet” from the
Project menu.

The actual Track Sheet is displayed in the lower part of the window. It
contains the following items:

• The leftmost time column contains a list of time positions in the display
format selected in the Project Setup dialog.
The time positions relate to start and end times of audio or video events or parts on the
tracks.

• The following columns display the track names in the order they ap-
pear in the Track list.
Only audio tracks are shown.

• The events are listed in their corresponding track columns in the order
they appear (starting at the top).

• For each event, the start and end times are shown, with a vertical line
binding the two together.

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25 – 590 The Track Sheet
Viewing the pages in the Track Sheet
If your project is large (i.e. there are many tracks and/or many events)
or if you are working with a large scale factor (see below), the result-
ing Track Sheet may have more than one page.
The more tracks you have, the larger the number of pages next to
each other (horizontally). The more Events you have, the larger the
number of pages below each other.
To select which page should be visible in the Track Sheet window,
you use the “Y Page” and “X Page” fields in the upper left part of the
Track Sheet window. You could think of the Track Sheet as divided
into rows and columns, with “Y Page” determining which row should
be viewed and “X Page” determining the column. The numbers in pa-
renthesis show the total number of rows and columns, respectively.

In this case, the page in row 2 and column 3 is shown:

X 1 2 3 4
Y

• The size and proportions of the Track Sheet pages are set with the
Page Setup dialog, as described on page 594.

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The Track Sheet 25 – 591
Adjusting the view
The two sliders at the bottom of the Track Sheet window have the fol-
lowing functionality:

• The slider in the lower left corner is the scale slider.


Use this to adjust the actual size of the Track Sheet contents (including the font sizes).
This will also affect the number of tracks and events shown on each page.

• The slider in the lower right corner governs the display zoom.
This affects how much of the Track Sheet is shown in the Track Sheet window – the
printout is not affected.
You can also adjust the width of the columns by dragging the edges
of the “Timecode” and “Tracks” fields at the top of the window - this
resizes the corresponding columns in the Track Sheet.

Resizing the track columns. If the Timecode and Tracks fields are hidden, click the
“More” button.

NUENDO
25 – 592 The Track Sheet
Additional settings
• The “Pen Width” determines the thickness of the vertical lines that
bind together the start and end times for events and parts.

• If the Track Sheet is more than one page wide, you can use the “Time
Code Column” pop-up menu to determine whether the time column
should appear only on the first page, on each new page, or not at all.
The following settings can be shown or hidden by clicking the “More/
Less” button.
Setting Description

Project By default, this is the name of the current project, but you can ad-
just this if you like. The project name will be shown in the top left
corner of each Track Sheet page.

Editor The editor name you enter will be shown below the project name in
the Track Sheet.

Heading Allows you to enter a heading (shown centered at the top of each
Track Sheet page).

Do not show If this checkbox is ticked, the Track Sheet will not display the end
end times if times of Events shorter than the time specified in the field to the
length is under... right. This is useful if you have many short events, like spot effects,
where only the start time is of any relevance.

No leading By default, the time positions of events will be listed in a syntax with
zeroes “leading zeroes”. E.g. if the display format is seconds, hours and
minutes will be listed as “01”, “02” etc. If this is activated, the time
column will not display the leading zeroes.

Merge events If events on a track are lined up end to end – i.e. there is no gap be-
if gap is less tween them – they will be considered as a single event in the Track
or equal... Sheet. By defining a value in this box, you can specify how large a
gap between events has to be for them to be considered as sepa-
rate events. If gaps between events are smaller than or equal to the
value you specify, they will be listed as a single event. Otherwise
they will be listed as separate events.

Name Filter This allows you to filter out certain event names of your choice so
that they are not displayed in the Track Sheet. Click in the text field
and type in the name(s) – to enter several names, separate each
with a semi-colon (;). Partial names are OK, so if you e.g. want to fil-
ter out the event name “Crossfade”, you could just write “Cross”.
However, this would filter out other events starting with the word
cross as well – e.g. “Crosstalk” would also be filtered out.

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The Track Sheet 25 – 593
Printing the Track Sheet
Printing is done using the standard procedures:
1. Make sure the correct page size and page orientation is selected in
the Page Setup dialog on the File menu.
You may also want to make additional printer settings, following the standard Win-
dows/Mac procedures.

2. Select “Print...“ from the File menu.


Make the desired printer settings in the dialog that appears, and click OK. The Track
Sheet is printed.

NUENDO
25 – 594 The Track Sheet
26
Export Audio Mixdown
Introduction
The Export Audio Mixdown function in Nuendo allows you to mix down
audio from the program to a file on your hard disk, in a number of for-
mats. You can choose to mix down one of the following:

• An output bus.
For example, if you have set up a stereo mix with tracks routed to a stereo output bus,
mixing down that output bus would give you a mixdown file containing the whole mix.
Similarly, you can mix down a complete surround bus, either to a single multi-channel
file (interleaved) or to one file per surround channel (split).

• The channel for an audio track.


This will mix down the channel for the track, complete with insert effects, EQ, etc. This
can be useful for turning a number of events into a single file, or if you are using CPU-
intensive insert effects – by exporting the track and re-importing it into the project you
can turn off the insert effect, saving processor power.

• Any kind of audio channel in the mixer.


This includes VST Instrument channels, effect return channels (FX Channel tracks),
Group channels and ReWire channels. There are many uses for this – for example, you
can easily “freeze” a VST Instrument performance, converting it to an audio file (after
which you can turn off the VST Instrument and save processor power). Similarly, you
can mix down an effect return track or turn individual ReWire channels into audio files.

Notes

• The Export Audio Mixdown function mixes down the area between the
left and right locator.
• When you mix down, you get what you hear – mutes, mixer settings
and insert effects are taken into account.
Note though that you will only include the sound of the bus or channel you select for
mixdown.

• MIDI tracks are not included in the mixdown!


To make a complete mixdown containing both MIDI and audio, you first need to record
all your MIDI music to audio tracks (by connecting the outputs of your MIDI instruments
to your audio inputs and recording, as with any other sound source).

• You can also export selected tracks – this is a different function that
doesn’t create an audio mixdown.
Rather, this is a way to transfer complete tracks (including clips and events) from one
project to another. See page 684.

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26 – 596 Export Audio Mixdown
Mixing down to an audio file
1. Set up the left and right locator to encompass the area that you want
to mix down.
2. Set up your tracks, so that they play back the way you want.
This includes muting unwanted tracks or parts, making manual mixer settings and/or
activating the R (Read) automation buttons for some or all mixer channels.

3. Pull down the File menu and select “Audio Mixdown…” from the Export
submenu.
The Export Audio Mixdown dialog appears.

The upper half of this dialog is a standard file dialog, while the lower
half contains file format options and settings for the mixdown function.
Note that the available settings and options differ depending on the
selected file format (see page 599).
4. Select the bus or channel you want to mix down with the Outputs
pop-up menu.
This lists all output busses and channels in the active project.

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Export Audio Mixdown 26 – 597
5. Select the channel configuration for the mixdown file with the Channels
pop-up menu.
Typically you would select the same channel configuration as the bus or channel you’re
mixing down, but it’s also possible to e.g. mix down a stereo bus to a mono file. In this
case a warning will appear, asking if that’s what you want to do.
Here you will also find the “N. Chan. Split” and “N. Chan. Interleaved” options – these
allow you to create a surround mixdown file (either as one mono file per surround chan-
nel – split – or as a single multi-channel file – interleaved).

• The Channels pop-up and the “N. Chan” options are only available when
an uncompressed file format is selected (AIFF, uncompressed Wave,
Wave64 or Broadcast Wave).
For the other formats you can select stereo or mono using controls that are specific to
each format. When mixing down to 5.1 Surround, you also have the option to mix down
to Windows Media Audio Pro (Windows only) – see page 609.

6. Select a file format with the File type pop-up menu.


7. Make additional settings for the file to be created.
This includes selecting sample rate, resolution, quality, etc. The available options de-
pend on the selected file format – see page 599.

8. If you want to automatically import the resulting audio file back into
Nuendo, activate the “Import to” checkboxes.
If you activate the “Pool” checkbox, a clip referring to the file will appear in the Pool.
Activating the “Audio Track” checkbox as well will create an audio event that plays the
clip, and place it on a new audio track, starting at the left locator.

• The Import options are only available if you have selected an uncom-
pressed file format (AIFF, uncompressed Wave, Wave64 or Broadcast
Wave files).
9. If you activate Real-Time Export, the export will happen in real time, i.e.
the process will take the same time as regular playback.
Some VST plug-ins require this to have time to update correctly during the mixdown –
consult the plug-in manufacturers if uncertain.

10.If you activate Update Display, the meters will be updated during the
export process.
This allows you to check for clipping, for example.

11.Select a folder and a name for the audio file to be created.

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26 – 598 Export Audio Mixdown
• With some file formats you can create split stereo files (see page 600).
This will create two files (one for each side) with the same name, but
with the letter “L” appended for the left channel file and “R” for the right
channel file.
In the same way, split multi-channel (surround) files will have the same name followed
by a number indicating the surround channel.

12.Click Save.

• Depending on the file format, an additional dialog may appear.


For example, when exporting to MP3 format a dialog appears where you can add info
about the song title, artist, etc. Make the desired settings and click OK to proceed.
A dialog with a progress bar is displayed while the audio file is cre-
ated. If you change your mind during the file creation, you can click the
Abort button to abort the operation.

• If you have activated any of the “Import to” options, the file will be im-
ported back into the project.
When playing back the re-imported file in Nuendo, remember to mute the original
tracks so that you really hear the true result.

File format specifics


The following pages describe the different export file formats, and
their options and settings.
• AIFF files (see page 600).
• Sound Designer II files (Mac OS X only, see page 602).
• Wave files (see page 602).
• Wave 64 files (see page 604).
• Broadcast Wave files (see page 604).
• MP3 files (see page 605).
• MP3Pro files (see page 605).
• Ogg Vorbis files (see page 606).
• Real Audio G2 files (see page 607).
• Windows Media Audio files (see page 608).
• Windows Media Audio Pro files (see page 609).

• Steinberg also offers optional Dolby Digital (AC3) and DTS encoders for
export directly to AC3 or DTS format.
Please go to www.steinberg.net for more information.

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Export Audio Mixdown 26 – 599
AIFF files
AIFF stands for Audio Interchange File Format, a standard defined by
Apple Computer Inc. AIFF files have the extension “.aif” and are used
on most computer platforms. The following settings are available for
the AIFF export file format:

Channels
Option Description

Mono The audio is mixed down to mono.

Stereo Split Two mono files are created, one for each side of the stereo mix.
The files will have the name you specify in the dialog, but with “L”
and “R” added, respectively. Select this format if you plan to use
the resulting file in another application that doesn’t support stereo
interleaved files.
If you plan to re-import the file into Nuendo, we recommend that
you use the Stereo Interleaved option instead, since Nuendo
doesn’t automatically handle stereo split files as one entity.

Stereo Interleaved A stereo audio file is created. This is the recommended stereo op-
tion if you want to re-import the file into Nuendo.

N. Chan. Split This is used when you want to export surround channels or mixes
(busses). Exporting with this option will create a set of mono files,
with each file containing the audio of one of the surround channels.
The number and configuration of the channels depends on the for-
mat of the output bus (or channel) you have selected on the Out-
puts pop-up menu.
For example, if you have selected a 5.1 output bus this will result in
six mono audio files. They will have the name specified in the File
name field above, followed by a number (1-6).

N. Chan. This is used when you want to export surround channels or mixes
Interleaved (busses). Exporting with this option will create a single audio file
containing all surround channels. The number and configuration of
channels in the interleaved file depends on the format of the output
bus (or channel) you have selected on the Outputs pop-up menu.
For example, if you have selected a 5.1 output bus this will result in
a 5.1 audio file (containing six channels).

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26 – 600 Export Audio Mixdown
Resolution
Allows you to select 8, 16, 24 bit or 32 bit (float) files.
• If the file is an “intermediate mixdown” that you plan to re-import and continue
working on in Nuendo, we recommend that you select the 32 bit (float) option.
32 bit (float) is a very high resolution (the same resolution as used internally for audio
processing in Nuendo), and the audio files will be twice the size of 16 bit files.
• If you are making a mixdown for CD burning, you should use the 16 bit option,
as CD audio is always 16 bit.
In this case, we recommend that you activate the UV-22HR dithering plug-in (see page
239). This reduces the effects of quantization noise and artifacts from being introduced
when converting the audio down to 16 bit.
• 8 bit resolution should only be used if required, since it will result in limited au-
dio quality.
8 bit audio may be suitable in some multimedia applications, etc.

Sample Rate
This is the sample rate of the exported file (up to 384 kHz). In most
cases, you should select the sample rate set for the project, since a
lower sample rate will degrade the audio quality (mainly reducing the
high frequency content) and a higher sample rate will only increase
the file size, without adding to audio quality. Also consider the future
usage of the file – if you e.g. plan to import the file into another appli-
cation, you should select a sample rate supported by that application.

• If you are making a mixdown for CD burning, you should select 44.100
kHz, since this is the sample rate used on audio CDs.

Broadcast options (embedded information)


AIFF files exported from Nuendo can have some additional information
embedded: date and time of creation, a timecode position (allowing
you to insert exported audio at the correct position in other projects,
etc.) along with author, description and reference text strings.
• If the option “Include Broadcast Options in created AIFF Files” is acti-
vated in the Preferences (Record-Broadcast Wave page), the ex-
ported AIFF file will contain embedded information.
Some applications may not be able to handle AIFF files with embedded info - if you get
problems using the file in another application, turn off the option and re-export.

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Export Audio Mixdown 26 – 601
• If the option “Show Broadcast Options for AIFF Export” is activated
on the same page, a dialog will appear when you click Save to export
the file - use this to enter the desired embedded information.
You can enter default text strings for author, description and reference on the same
Preferences page - these will automatically appear in the Broadcast Options dialog
when it appears.

Sound Designer II files (Mac OS X only)


The SD II format was developed by Digidesign. It is one of the most
popular audio file formats on the Macintosh, especially for profes-
sional audio work. The following export settings are available:

Channels
Allows you to select mono or stereo files, with the same options as for
AIFF files (see page 600).

Resolution
The bit resolution of the file, with the same options as for AIFF files
(see page 601), except that 32-bit (float) files are not supported.

Sample Rate
The options are the same as for AIFF files. See page 601.

Wave files
Wave files have the extension “.wav” and are the most common file
format on the PC platform. Wave files can be uncompressed or com-
pressed, as described below. For uncompressed Wave files (the most
common choice), the following settings are available:

Channels
Allows you to select mono, stereo or multi-channel files with the same
options as for AIFF files (see page 600).

Resolution
The bit resolution of the file, with the same options as for AIFF files
(see page 601).

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26 – 602 Export Audio Mixdown
Sample Rate
The options are the same as for AIFF files. See page 601.

Coding (Windows only)


The Coding pop-up menu allows you to select a compression scheme
for the Wave file, creating smaller files (with a loss of audio quality).
• Which options are available depends on the installed and activated codecs in
the ACM (Audio Compression Manager) under Windows.
See the operating system documentation for details.
• When a compression option is selected, not all Channels, Resolution and
Sample Rate options may be available (depending on the selected compres-
sion scheme).
The Attributes pop-up menu displays the currently selected properties for the file.
• For regular, uncompressed Wave files, select “PCM / uncompressed Waves”.

❐ Wave files exported by Nuendo for Mac OS X are always uncompressed.

Broadcast options (embedded information)


Wave files exported from Nuendo can have some additional informa-
tion embedded: date and time of creation, a timecode position (allow-
ing you to insert exported audio at the correct position in other
projects, etc.) along with author, description and reference text
strings.

• If the option “Include Broadcast Options in created WAVE Files” is


activated in the Preferences (Record-Broadcast Wave page), the ex-
ported Wave file will contain embedded information.
Some applications may not be able to handle Wave files with embedded info - if you
get problems using the file in another application, turn off the option and re-export.

• If the option “Show Broadcast Options for WAVE Export” is activated


on the same page, a dialog will appear when you click Save to export
the file - use this to enter the desired embedded information.
You can enter default text strings for author, description and reference on the same
Preferences page - these will automatically appear in the Broadcast Options dialog
when it appears.

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Export Audio Mixdown 26 – 603
Wave64 files
Wave64 is a proprietary format developed by Sonic Foundry Inc. In
terms of audio quality, Wave64 files are identical to standard wave
files, but there is one major difference:

• In the file headers, Wave64 files use 64-bit values for addressing
where wave files use 32-bit values. The consequence of this is that
wave64 files can be considerably larger than standard wave files.
Wave64 is therefore a good file format choice for really long record-
ings (file sizes over 2GB), e.g. live surround recordings.
Wave64 files have the same options as regular wave files (see page
602) and have the extension “.w64”.

• If the option “Show Broadcast Options for WAV64 Export” is acti-


vated in the Preferences (Record-Broadcast Wave page) a dialog will
appear when you click Save to export the file.
This allows you to enter information (date and time, description strings etc.) to be em-
bedded in the file. Note that you can enter default text strings for author, description
and reference on the same Preferences page - these will automatically appear in the
Broadcast Options dialog when it appears.

Broadcast Wave files


Audio-wise, Broadcast Wave files are the same as regular Wave files.
They have the same options as Wave files, but there are no Coding
(compression) options for Broadcast Wave files.
If the option “Show Broadcast Options for Broadcast WAVE Export”
is activated in the Preferences (Record-Broadcast Wave page) a dia-
log will appear when you click Save to export the file. This allows you
to enter information to be embedded in the file: date and time of cre-
ation, a timecode position (allowing you to insert exported audio at the
correct position in other projects, etc.) and author, description and
reference text strings.
• You can enter default text strings for author, description and reference
in the Preferences dialog (Record–Broadcast Wave page).
These will automatically appear in the Broadcast Options dialog when it appears.

• If you don’t want to add embedded information, you can deactivate


“Show Broadcast Options” in the Preferences.

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26 – 604 Export Audio Mixdown
MPEG Layer 3 files
MPEG Layer 3 files have the extension “.mp3”. By use of advanced
audio compression algorithms, mp3 files can be made very small,
maintaining good audio quality.
The following options are available for MPEG Layer 3 files:

Channels
Use the radio buttons to select mono or stereo files. This setting affects
which options are available on the Attributes pop-up menu (see below).

Sample Rate
Determines the frequency range of the audio – the lower the sample
rate, the lower the highest audible frequency in the audio. This setting
will also affect which options are available on the Attributes pop-up
menu, as described below.

Attributes
This pop-up menu allows you to select a bit rate for the mp3 file. As a
rule, the higher the bit rate, the better the audio quality and the larger
the file. For stereo audio, 128 kBit/s is often considered to result in
“good” audio quality.

• Note that the available options on this pop-up menu depend on the
Channels and Sample Rate settings.
This is because for mono audio and/or low sample rates, there is no point in using the
highest bit rates – they would simply create larger files without adding to audio quality.

Quality
These options determine the “depth” of the encoding algorithm and
thus the quality of the resulting file. In the “Highest” mode, the encod-
ing will take the longest time, while in the “Fast” mode, the audio qual-
ity may be lower. The file size is not affected by these options.

MP3Pro
When this checkbox is activated, Nuendo will export to MP3Pro for-
mat. MP3Pro (MP3’s successor format) allows for smaller files com-
pared to the MP3 format, but retains the sonic quality.

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Export Audio Mixdown 26 – 605
Options
When you click the Save button, an Options dialog opens in which
you can enter information about the file. This additional information
(called the ID3 tag) will be embedded as text strings in the file, and
can be displayed by some mp3 playback applications.

• For the information to be included in the file, you need to activate the
“Insert Options” checkbox in the dialog.

Ogg Vorbis files


Ogg Vorbis is an open, patent-free audio encoding and streaming tech-
nology, offering compressed audio files (extension “.ogg”) of small size
but with comparatively high audio quality.
The following options are available for Ogg Vorbis files:

Channels
Use the radio buttons to select mono or stereo files.

Sample Rate
Determines the frequency range of the audio – the lower the sample
rate, the lower the highest audible frequency in the audio.

Quality
The Ogg Vorbis encoder uses variable bit rate encoding, and the
Quality setting determines between which limits the bit rate will vary.
Generally speaking the higher the Quality setting, the higher the
sound quality but also the larger the files.

Options
When you click the Save button, an Options dialog opens in which you
can enter information about the file, as when creating mp3 files.
• For the information to be included in the file, you need to activate the
“Insert Options” checkbox in the dialog.

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26 – 606 Export Audio Mixdown
Real Audio G2 files (Windows only)

Real Audio files (extension “.rm”) allow very high compression rates
and can therefore be made very small. This makes the format especially
useful for downloading and streaming multimedia from the internet.
The following options are available for Real Audio files:

Coding and Content


This is where you specify the desired audio quality for the file. In the
Real Audio G2 format, this information is divided in two pop-up menus:
Coding (determining the bit rate) and Content (specifying the typical
audio content – voice, music, etc.).
When you select a Coding/Content, a descriptive text appears in the
field below the pop-up menu, describing the suitable use of the se-
lected format.
• Note that the choice of mono or stereo is included in the Coding/Content
options.

Options
When you click the Save button, an Options dialog opens in which you
can select one or more modes (each explained in the dialog) for the
file. You can also enter information about the file. These text strings
will be embedded in the file and can be displayed by some Real Audio
playback applications.

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Export Audio Mixdown 26 – 607
Windows Media Audio files (Windows only)

Windows Media Audio is an audio format developed by Microsoft Inc.


Due to advanced audio compression algorithms, Windows Media Au-
dio files can be made very small, maintaining good audio quality. The
files have the extension “.wma”.
The following options are available for Windows Media Audio files:

Attributes
This pop-up menu allows you to select a bit rate for the WMA file. As
a rule, the higher the bit rate, the better the audio quality and the larger
the file. For stereo audio, 96 kBit/s is often considered to give “good”
audio quality.

Options

When you click the Save button, an Options dialog opens in which you
can enter information about the title and author of the file, as well as
copyright information and a description. These text strings will be em-
bedded in the file and can be displayed by some Windows Media Audio
playback applications.

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26 – 608 Export Audio Mixdown
Windows Media Audio Pro files (Windows only)
This is a continuation of the Windows Audio Media format (described
above) developed by Microsoft Inc. Due to the advanced audio codecs
and lossless compression used, WMA Pro files can be decreased in
size with no loss of audio quality. Furthermore, WMA Pro features the
possibility of mixing down to 5.1 surround sound. The files have the ex-
tension “.wma”.

• Click the Options button to open a dialog in which you can make set-
tings for the Windows Media Audio files. When you have made the
desired settings, click OK to encode the file.

The following options are available:

Input Stream
Here you set the sample rate (44.1, 48 or 96 khz) and the bit resolution
(16 bit or 24 bit) of the encoded file. These should be set to match the
sample Rate and bit resolution of the source material. If no value
matches that of your source material, use the closest highest available
value. E.g. if you’re using 20 bit source material, set the bit resolution to
24 bit rather than 16 bit.

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Export Audio Mixdown 26 – 609
Encoding Scheme
These settings are used for defining the desired output from the en-
coder, e.g. whether it should be a stereo file or a 5.1 surround file.
Make settings appropriate for the intended use of the file. If the file will
be downloaded or streamed on the Internet, you might not want too
high bit rates for example. See below for descriptions of the options.

• Mode
The WMA Pro encoder can use either a constant bit rate or a variable bit rate for en-
coding to 5.1 surround, or it can use lossless encoding for encoding to stereo. The op-
tions on this menu are as follows:

Mode Description

Constant Bitrate This will encode to a 5.1 surround file with a constant bit rate
(CBR) (set in the Bit Rate/Channels menu, see below). Constant bit
rate is preferably used if you want to limit the size of the final file.
The size of a file encoded with constant bit rate is always the bit
rate times the duration of the file.

Variable Bitrate with Encodes to a 5.1 surround file with a variable bit rate, according
Quality to a quality scale (the desired quality is set in the Bit Rate/Chan-
nels menu, see below). When you encode with variable bit rates,
the bit rate fluctuates depending on the character and intricacy
of the material being encoded, The more complex passages in
the source material, the higher the bit rate – and the larger the fi-
nal file – will be.

Unconstrained VBR Encodes to a 5.1 surround file with an unconstrained variable bit
(Average) rate. Unconstrained means that there will be no limitation to the
bit rate used for encoding certain complex passages in the
source material. You can however set a recommended average
bit rate to somewhat help constrain the size of the final file in the
Bit Rate/Channels menu.

Constrained VBR Encodes to a 5.1 surround file with a constrained variable bit
(Maximum) rate. This means that even though the bit rate fluctuates, it will
never be allowed to exceed the maximum value you set in the Bit
Rate/Channels menu.

Lossless Encodes to a stereo file with lossless compression.

❐ Note that if you encode to a surround file, it can only be played as intended
on computers using Windows XP, since no other Windows version sup-
ports WMA surround. With other operating systems than XP, the surround
file will instead be reproduced as a stereo file.

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26 – 610 Export Audio Mixdown
• Bit Rate/Channels
This menu allows you to set the desired bit rate – from 128 kbps to 768 kbps, depend-
ing on the selected Mode (see above). If the Mode “Variable Bitrate with Quality” is
used (see above), the menu allows you to select from six levels of desired quality, with
10 being the lowest and 100 the highest. Generally, the higher the bitrate or quality
you select, the larger the final file will be. The menu also shows the channel format (5.1
or stereo).

• Method
Lets you choose between “One Pass” and “Two Pass”.
• One pass means that the source material is passed through the encoder just
once, and analyzed as well as encoded during the process.
• Two pass, on the other hand, means that the source material is passed
through the encoder twice. During the first pass, the material is analyzed, and
the actual encoding is applied during the second pass.
Two pass encoding can result in a file of better quality, but the process
takes longer.

Dynamic Range Control


These controls allow you to define the dynamic range of the encoded
file. The dynamic range is the difference in dB between the average
loudness and the peak audio level (the loudest sounds) of the audio.
These settings affect how the audio is reproduced if the file is played
on a Windows XP computer with a player in the Windows Media 9 se-
ries, and the user activates the special “Quiet Mode” feature of the
player to control the dynamic range.
The dynamic range is automatically calculated during the encoding
process, but you can specify it manually as well.
If you want to manually specify the dynamic range, first put a check-
mark in the box to the left by clicking in it and then enter the desired
dB values in the Peak and Average fields. You can enter any value be-
tween 0 and -90 dB. Note however that it is usually not recommended
to change the Average value, since it affects the overall volume level
of the audio and therefore can affect the audio quality adversely.

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Export Audio Mixdown 26 – 611
The Quiet Mode in a Windows Media 9 player can be set to one of
three settings. Below, these settings are listed together with an expla-
nation of how the Dynamic Range settings affect them:
• Off: If Quiet Mode is off, the dynamic range settings that were automatically
calculated during the encoding will be used.
• Little Difference: If this is selected and you have not manually changed the dy-
namic range settings, the peak level will be limited to 6 dB above the average
level during playback. If you have manually specified the dynamic range, the
peak level will be limited to the mean value between the peak- and average
values you specified.
• Medium Difference: If this is selected and you have not manually changed the
dynamic range settings, the peak level will be limited to 12 dB above the aver-
age level. If you have changed the dynamic range, the peak level will be limited
to the peak value you specified.

Surround Reduction Coefficients


Here you can specify which amount of volume reduction, if any, should
be applied to the different channels in a surround encoding. These set-
tings affect how the audio is reproduced on a system incapable of play-
ing back the file in surround, in which case the surround channels of
the file will be combined into two channels and played back in stereo
instead.
The default values will normally produce satisfactory results, but you
can change the values manually if you wish. You can enter any value
between 0 and -144 dB for the surround channels, the center chan-
nel, the left and right channels and the LFE channel respectively.

Output Media Description


In these fields you can enter a number of text strings with information
about the file – title, author, copyright information and a description of
its contents. This information will then be embedded in the file header
and can be displayed by some Windows Media Audio playback appli-
cations.

• For more information about surround sound and encoding, please refer
to the chapter “Surround sound”.

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26 – 612 Export Audio Mixdown
27
Synchronization
Background
What is synchronization?
Synchronization is said to exist when you make two pieces of equip-
ment agree on time or tempo. You can establish synchronization be-
tween Nuendo and a number of other types of devices, including tape
recorders and video decks, but also MIDI devices that “play back”, such
as other sequencers, drum machines, “workstation sequencers” etc.
When you set up a synchronization system you must decide which
unit is the master. All other devices are then slaved to this unit, which
means they will adjust their playback speed to the master’s.

Nuendo as a slave
When a synchronization signal is coming in to Nuendo, from another
device (such as a tape recorder, video recorder etc.), this device is
the master and Nuendo is the slave. Nuendo will adjust its playback to
the other device.

Nuendo as a master
When you set up Nuendo to transmit synchronization information to
other devices, Nuendo is the master and the other devices are the
slaves; they will adjust their playback to Nuendo.

Nuendo – both master and slave


Nuendo is a very capable synchronization device. It can operate as both
a master and a slave at the same time. For example, Nuendo might be
slaved to a tape recorder transmitting timecode, while at the same time
transmitting MIDI Clock to a drum machine, acting as a master for that.

❐ The VST System Link feature (with which you can synchronize separate
computers running Nuendo or Cubase SX for example) is described in a
separate chapter. See page 639.

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27 – 614 Synchronization
Timecode, MIDI clock and word clock
Basically there are three types of synchronization signals for audio,
timecode, MIDI clock and word clock:

Timecode (SMPTE, EBU, MTC, VITC etc.)


Timecode appears in a number of guises. No matter which “format” it
has, it always supplies a “clock on the wall” type of synchronization,
that is, a synchronization related to hours, minutes, seconds and two
smaller units called “frames” and “subframes”.
• LTC (SMPTE, EBU) is the audio version of timecode. This means that it can
be recorded on the audio track of an audio or video recorder.
• VITC is the video format timecode, that is it is stored in the actual video image.
• MTC is the MIDI version of timecode, transmitted in MIDI cables.
• ADAT sync (Alesis) is only used with the ASIO Positioning Protocol, see page
619.
• Sony 9-pin is a standard that uses serial (RS-422) communication. Sony 9-
Pin contains timecode as well as machine control messages (see page 632).
For the ASIO Positioning Protocol, other high precision timecode for-
mats may also be supported.

Format recommendations for timecode – without ASIO Positioning


Protocol
• When synchronizing your system to external timecode, via a synchronizer, the
most common timecode format is MTC. Contrary to some reports you might
have heard, MTC delivers good precision for external sync. This is due to the
fact that the operating system can “time stamp” incoming MIDI messages,
which increases precision.
• Sony 9-Pin is not recommended for external sync and should only be used
when no other option is available. However, you might of course use 9-Pin for
machine control, see page 621.

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Synchronization 27 – 615
Format recommendations for timecode – with ASIO Positioning
Protocol
• LTC and VITC are the formats with the highest precision and are recom-
mended when available.
• MTC is the next best option and probably the most common choice, since few
audio hardware solutions have built in LTC or VITC readers. However, LTC
and VITC offer even higher precision when available.
• The choice with the least precision is Sony 9-Pin.

MIDI Clock
MIDI Clock is a tempo based type of synchronization signal, that is it is
related to the number of “beats per minute”. MIDI Clock signals are
suitable for synchronizing two devices that agree on tempo, such as
for example Nuendo and a drum machine.

❐ MIDI Clock is not suitable as a master sync source for an application like
Nuendo. Therefore Nuendo will transmit MIDI Clock signals to other de-
vices, but it will not receive MIDI Clock.

Word Clock
Word clock is basically a replacement for the sample rate clock in for
example an audio card. Word clock hence runs at the same rate as
the sample rate in the audio, 44.1kHz, 48kHz etc.
Word clock does not contain any position information, it is only a “sim-
ple” signal for clocking the audio at its sample rate.
Word clock comes in many formats, analog on coaxial cable, digital as
part of an S/PDIF, AES/EBU or ADAT audio signal, etc.

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27 – 616 Synchronization
Synchronizing the transport vs. synchronizing audio
How timing is handled in a non-synchronized system
Let’s first look at the situation where Nuendo is not synchronized to
any external source.
Any digital playback system has an internal clock that ultimately affects
the playback speed and stability, and PC audio hardware is no excep-
tion. This clock is extremely stable.
When Nuendo is playing back with no external synchronization, all play-
back is internally synchronized to the internal digital audio clock, to en-
sure synchronization between digital audio and MIDI.

Synchronizing Nuendo’s playback


Let’s assume now that we use external timecode synchronization, with
Nuendo. For example, we might synchronize playback to a tape re-
corder.
Timecode coming from an analog tape recorder will always vary slightly
in speed. Different timecode generators and different tape recorders
will also supply timecode with slight differences in speed. In addition,
the shuttling of tape mechanisms due to overdubs and re-recordings
can cause the physical tape to wear and stretch, which affects the
speed of the timecode.
If you set up Nuendo to sync to incoming timecode, it will vary its over-
all playback speed to compensate for such fluctuations in the speed
of the timecode – that’s the whole purpose of synchronization.

What happens with the digital audio?


The fact that Nuendo’s playback is synchronized to the timecode
does not affect the playback of the digital audio. It still relies on the
perfectly stable, built-in clock in the audio hardware.
As you may understand by now, problems will appear when the per-
fectly stable digital audio gets related to the slightly varying speed of a
system synchronized to timecode.
The playback timing of each event will not be in total accordance with
the tape or the MIDI playback, since the playback speed of the audio
is determined by the digital audio hardware’s built-in clock.

NUENDO
Synchronization 27 – 617
Resolving to word clock
The solution to this problem is to use one external clock for all compo-
nents in the system. One master clock is used to derive whatever type
of clock signal each component in the system needs. For example,
something called a house clock can be used to generate sample rate
clocks for the digital audio hardware and timecode for Nuendo. This
ensures all components in the system use the same reference source
for their timing.
Synchronizing digital audio to external clocks running at sample rate is
often called “resolving” or “synchronizing to word clock”.
If you aim to perform synchronization to external signals, we strongly
recommend that you obtain proper synchronization equipment. This
encompasses:
• An audio card that can be slaved to external word clock.
• A synchronizer that can read timecode (and possibly house clock) and gener-
ate the required sync signals from that, such as the Steinberg TimeLock Pro.
or...
• An audio system with complete built-in synchronization possibilities, prefera-
bly supporting the ASIO Positioning Protocol.

Using timecode without word clock


Of course, it is possible to set up a synchronization system where you
lock Nuendo to timecode without using word clock. However, please
note that the timing of audio vs. MIDI cannot be guaranteed and that
fluctuations in speed in the incoming timecode will not affect the play-
back of audio events. This means that synchronizing to timecode may
work in the following situations:

• When the timecode was originally generated by the audio card itself.

• When the source providing the timecode is extremely stable (such as


a digital video system, a digital tape recorder or another computer).

• When you remain synchronized to that same stable source through-


out the entire process, both while recording and playing back audio.

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27 – 618 Synchronization
About the ASIO Positioning Protocol (APP)

❐ ASIO Positioning Protocol requires audio hardware with specific ASIO


drivers. As of this writing, APP is not available for audio hardware with
non-ASIO drivers under Mac OS X.

The ASIO Positioning Protocol is a technology that expands on the


type of sync described above and makes sample accurate positioning
possible.
When transferring audio digitally between devices, it is important that
synchronization using word clock and timecode is completely corre-
lated. If not, the audio will not be recorded at the exact intended (sam-
ple accurate) position, which can cause various types of problems,
such as inaccurately positioned audio material, clicks and pops etc.
A typical situation is when transferring material from a digital multi-track
tape recorder to Nuendo (for editing) and then back again. If you do
not have sample accurate synchronization set up, you cannot be sure
that the material will appear in its exact original position, when trans-
ferred back to the tape recorder.
In order to take advantage of the ASIO Positioning Protocol, your au-
dio hardware must be suitably equipped and the functionality must be
included in the ASIO driver for the hardware.
An example of a system for doing sample accurate transfers, would be
transferring audio tracks from an Alesis ADAT to Nuendo. Here the
ADAT will be the sync master (though it doesn’t necessarily have to
be). It provides both the digital audio (with an inherent word clock)
and positional information (timecode) via its ADAT sync protocol. The
master clock is generated by the ADAT itself.

Hardware and software requirements for APP


• Your computer audio hardware (in our example above this would be an ADAT
card in your computer) must support all the functionality required for the ASIO
Positioning Protocol. That is, it must be able to read the digital audio and the
corresponding positional information from the external device.
• There must be an ASIO 2.0 driver for the audio hardware.
• For resolving to external timecode, the audio hardware must have a timecode
reader/writer on-board.

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Synchronization 27 – 619
• For information about which audio hardware models currently support APP,
see the Steinberg web site (www.steinberg.net).

❐ The ASIO Positioning Protocol exploits the specific advantage of having


an audio card that has a built-in timecode reader. With such a card and
the ASIO Positioning Protocol, you can achieve constant sample accu-
rate synchronization between the audio source and Nuendo.

Machine control
Nuendo can control external tape transports and similar devices via
MIDI Machine Control or Sony 9-Pin (more details about each format
follow below). This allows you to operate an external tape transport
from Nuendo’s Transport panel. That is, Nuendo can make the tape
recorder locate to a certain position, start, stop, rewind etc.

About sync and machine control


Controlling tape transports is a two-way process:
• Nuendo sends out machine control commands to the tape recorder, asking it
to locate to a certain position and activate playback etc.
• The tape recorder locates to the requested position, starts and delivers time-
code back to Nuendo, to which Nuendo is synchronized.
Even though it appears as if Nuendo is controlling the tape recorder
completely, it is important to remember that in this setup, Nuendo is
still being synchronized to the external tape transport, not vice versa.
Also note that the two processes of sync and machine control are com-
pletely separated, in terms of protocols used. You can for example syn-
chronize to MTC while sending out transport commands via MMC.

MIDI Machine Control (MMC)


This is a standard MIDI protocol for controlling tape transports. There
are a number of tape recorders and hard disk recording systems on
the market that support this protocol. Nuendo implements three MMC
commands: Start, Stop and Locate.

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27 – 620 Synchronization
Sony 9-Pin
This is a standard protocol established by Sony, for controlling audio
and video tape transports. It is implemented via regular serial port com-
munication (RS-422). The correct cabling varies between computer
platforms and models. Please refer to page 631 to find out more about
the correct setup for your computer.
• If your Sony 9-pin device support RS-232 you need a "null modem cable".
• The Sony 9-pin device most likely needs to be switched from local control to
remote control, from its front panel. If the device is not set to the correct
mode, Nuendo will inform you.
• Normally you should lock Nuendo to timecode from the Sony 9-Pin device, not
another source.
• Nuendo implements Start, Stop, Record and Locate commands for 9-Pin de-
vices, along with some special features, described on page 635.

NUENDO
Synchronization 27 – 621
Window Overview
The Synchronization Setup dialog
This dialog box is used for setting up everything that has to do with
Nuendo’s synchronization to other units. You reach it from the Trans-
port menu.
Settings for Input and
sync to exter- Output for MIDI
nal timecode. Machine Control
messages.

Input port for


Settings for MIDI Timecode.
external trans-
port control. Outputs for MIDI
Timecode.
Options for
incoming
timecode. Outputs for
MIDI Clock.

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27 – 622 Synchronization
Operations
Making connections and basic settings

❐ The descriptions below are for a basic setup with a separate synchronizer
and audio card. Depending on your exact situation and requirements for
communication with external devices, there are endless variations on this
theme. Please consult your dealer for more detailed recommendations.

The following connections are required for external sync via a synchro-
nizer, including resolving of the audio card. For details on audio card
and synchronizer settings and connections, see the included manuals.

• Route the master clock signal (LTC, VITC, etc.) to an input on the syn-
chronizer.

• Connect the word clock output on the synchronizer to an input on the


audio card.

• Connect the MIDI Timecode (MTC) or 9-Pin output on the synchronizer


to the corresponding input on the computer.

• Set up the synchronizer and make sure the frame rate settings are in
accordance with the master clock.
For more information on frame rates, see page 637.

Audio

Amplifier and
Word Clock
speakers
to audio card

MIDI Timecode LTC Timecode

MIDI Interface Synchronizer Video transport

A typical synchronization setup.

NUENDO
Synchronization 27 – 623
Setting up the audio card for external synchronization
1. Open the Device Setup dialog from the Devices menu and select the
item VST Multitrack from the list to the left.
2. Click the Control Panel button to open the card’s proprietary setup
dialog.
If this card is accessed via a special ASIO driver (as opposed to MME or Direct X), this
dialog is provided by the card, not by Nuendo. Hence the settings vary with the card
brand and model.

3. Adjust the settings as recommended by the card manufacturer, then


close the dialog.
The dialog may also contain various diagnostic tools that allow you to verify for exam-
ple whether word clock is arriving correctly.

4. From the Clock Source pop-up, select the input to which you routed
the word clock signal.
This pop-up may not be used if you selected an input in the Control Panel dialog instead.

Setting up Nuendo for external sync to timecode


1. In the Synchronization dialog, set Timecode Source to MIDI Time-
code, one of the 9-Pin options or ASIO Positioning Protocol (only if
your hardware is ASIO Positioning Protocol compatible).
2. For MIDI Timecode, use the “MIDI Timecode Settings - MIDI Input”
pop-up menu to select an input for the timecode.
If you are using the ASIO Positioning Protocol this is not required, since the timecode
is then coming in directly via your audio hardware.

Sync to timecode activated The MIDI Input for the timecode

Sync settings for MIDI Timecode.

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27 – 624 Synchronization
3. For Sony 9-Pin, open the Device Setup dialog, select the desired 9-Pin
device from the list, and select a port from the Serial Port pop-up menu.
Sync to 9-Pin activated Selecting a serial port in the Device Setup dialog.

4. Close the Synchronization Setup dialog and instead open the Project
Setup dialog from the Project menu.
5. Use the Start value to set which frame on the external device (e.g. a
video tape) should correspond to the beginning of the project.

Set this to the timecode


position where you want
the project to start.

• You can also set this with the function “Set Timecode at Cursor” on
the Project menu.
This is useful if you know that a certain position in your project would coincide with a
certain timecode position in the external device. Move the project cursor to the desired
position, select “Set Timecode at Cursor” and specify the corresponding timecode po-
sition in the dialog that appears - the Start value is adjusted accordingly.

6. Close the Project Setup dialog.


7. On the Transport panel, activate the Sync button (or select Sync On-
line from the Transport menu).
8. Start the tape (or video, or...) that contains the timecode. Nuendo
starts playing when it receives timecode with a position “higher” than,
or equal to, the project Start frame.

NUENDO
Synchronization 27 – 625
You can wind the device that sends the timecode to any position and
start from there.

❐ When the device with the timecode is stopped, you can use the Nuendo
transport controls as you normally do, when it is not synchronized.

You should also look into the Sync Options, see page 638.

The Sync indicator


On the Transport panel you can check the status of incoming timecode
by observing the sync indicator. It switches between “Offline” (not wait-
ing for sync), “Idle” (ready for sync but no signal is coming in), and
“Lock xx” (where xx is indicating the frame rate of the incoming signal).

The Sync indicator

NUENDO
27 – 626 Synchronization
Synchronizing other Equipment to Nuendo
You may have other MIDI devices that you want to synchronize to Nu-
endo. There are two types of synchronization that Nuendo can trans-
mit: MIDI Clock and MIDI Timecode.

Transmitting MIDI Clock


If you transmit MIDI Clock to a device supporting this type of synchro-
nization signal, the other device will follow Nuendo’s tempo. The tempo
setting in the other device is of no relevance. Instead it plays at the
same tempo as Nuendo. If the device also reacts to Song Position
Pointers (which Nuendo transmits) it will follow when you wind, rewind
and locate using the Nuendo Transport panel.

• MIDI Clock transport commands include “Start”, “Stop” and “Continue”.


However, some MIDI equipment (e.g. some drum machines) do not rec-
ognize the “Continue” command. If this is the case with your equipment,
activate the option “Always Use MIDI Clock Start” in the Preferences
(Transport page).
When this is activated, only the Start command is used.

Transmitting MIDI Timecode


If you transmit MIDI Timecode to a device supporting this type of syn-
chronization signal, the device will synchronize time-wise to Nuendo,
that is, the time displays on Nuendo’s Transport panel and on the
other device will agree. When you wind and locate Nuendo and then
activate playback, the other device will follow from the same position
(if it has this capability and is set up for it!).

NUENDO
Synchronization 27 – 627
Setting Up
1. Connect the desired MIDI Outputs from Nuendo to the device(s) that
you plan to synchronize.
2. Open the Synchronization Setup dialog from the Transport menu.
3. Activate the sync outputs by using the corresponding checkboxes in
the lower right part of the dialog.
You can output any combination of MIDI Timecode and MIDI Clock to any combination
of outputs (however, you probably don’t want to send MTC and MIDI Clock to the
same output).

❐ Some MIDI Interfaces will automatically send MIDI Clock to all MIDI out-
puts, regardless of the MIDI Clock Port selection you make in Nuendo. If
this is the case, you should only select one MIDI Clock Port (consult the
documentation of the MIDI Interface if in doubt).

MIDI Timecode transmitted


to Outputs 1 and 2.

MIDI Clock transmitted to


Output 3.

4. Set the other device(s) to their “external synchronization” mode (or


some other mode with a similar name) and activate playback on them
if necessary.
5. Activate playback in Nuendo, and the other device(s) will follow.

NUENDO
27 – 628 Synchronization
Machine Control
Machine Control commands can be sent using one of two different
protocols: MIDI Machine Control (MMC) or Sony 9-Pin. The setup
procedures are slightly different for the two formats:

MIDI Machine Control


1. Set up and test basic timecode synchronization, as described earlier
in this chapter.
2. Connect a MIDI Out on your MIDI interface to MIDI In on the tape re-
corder (or similar device).
If you have not already done so (when setting up for MIDI Timecode), also connect a
MIDI cable from the MIDI Output on the tape recorder to a MIDI In on the computer.

3. Make sure you have timecode recorded on the tape recorder, and that
it is set up to utilize MMC.
4. Open the Synchronization Setup dialog on the Transport menu in
Nuendo.
5. Select MIDI Machine Control from the Machine Control section of the
dialog.
6. Select the correct MIDI In- and Outputs from the MIDI Machine
Control Settings pop-ups.

MIDI Machine
Control selected

MIDI ports selected for MMC

NUENDO
Synchronization 27 – 629
7. Open the Preferences dialog from the File menu (on the Mac, this is
located on the Nuendo menu), select the MIDI Filter section and make
sure Sysex is activated in the Thru section.
This is necessary since MMC uses two-way communication (the tape recorder “replies”
to the MMC messages it receives from Nuendo). By filtering out Sysex Thru, you ensure
that these MMC System Exclusive replies are not echoed back to the tape recorder.

8. Close the Preferences and open the Project Setup dialog from the
Project menu.
9. As when synchronizing without using transport control, use the Start
value to specify which frame on the tape should correspond to the be-
ginning of the project.
10.Close the Project Setup dialog.
11.On the Transport panel, activate the Sync button.
12.Press play on the external tape transport and let the tape roll for a few
seconds, so that Nuendo can “learn” about the timecode positions on
the tape. Stop the tape transport.
13.Now activate play from Nuendo.
The external tape transport should wind the tape to a position just be-
fore the project cursor in Nuendo and go into Play. After a short while,
Nuendo should start, in sync.
Try to Stop, Fast Forward and Rewind from Nuendo and activate Play
from different positions in the project. The tape transport should follow.

❐ Each time you start up your external tape transport, you may have to acti-
vate play from its front panel for a couple of seconds. If you don’t, Nuendo
has no chance of “knowing” where to wind the first time, since it doesn’t
know what timecode is recorded on the tape.

Whenever you want to turn off the synchronization between the tape
recorder and Nuendo, simply deactivate Sync on the Transport panel.

NUENDO
27 – 630 Synchronization
Connecting a Sony 9-pin compatible device
On Windows computers
The serial port (9-pin D-SUB connector) of your computer is used to
establish communication with your Sony 9-pin compatible device (VTR,
DAT, Multitracker etc.). However, PCs provide an RS-232 signal at the
serial port, not the RS-422 signal expected by Sony 9-pin devices. Ex-
ternal RS-232 to RS-422 converters are available from various manu-
facturers at your local dealer or can be purchased via the internet. If you
are planning to cover distances exceeding a few meters please make
sure that this adapter also balances the signal.

On Macintosh computers
The serial port of your computer is used to establish communication
with your Sony 9-pin compatible device. On older Macintosh comput-
ers the required RS-422 signal is present at the two serial ports of the
Mac: "Printer" and "Modem". You will need a cable adapter to convert
between the 8-pin Mini DIN connector on your Macintosh computer
and the 9-pin D-SUB connector found on your Sony 9-pin device.
Newer Macintosh computers do not provide serial ports, but you can
install extra serial ports on these Macintosh computers using one of
the following methods.

• Stealth Serial Port:


This is a very common device used to provide a serial port on Macin-
tosh computers lacking this kind of connectivity. This card can be
bought in Macintosh stores or via the internet. It is inserted in the mo-
dem slot inside your Macintosh and is recognized by the operating
system as a serial port. The signal present at the 9-pin D-SUB con-
nector is already RS-422 but you need to adapt between the 8-pin
Mini DIN connector of the Stealth Card and the 9-pin D-SUB connec-
tor found on your Sony 9-pin device using an appropriate cable.

• USB to serial adapter:


These USB devices are used to provide a serial port on Macintosh
computers lacking this kind of connectivity. Such devices are available
from various manufacturers at your local dealer or can be purchased
via the internet. Make sure to install the driver of the device properly
so the operating system can register the device as a serial port.

NUENDO
Synchronization 27 – 631
Depending on the kind of product you are using, the electrical signal
available at the 9-pin D-SUB connector of the adapter can be either
RS-422 or RS-232. Refer to the technical specification of the adapter
used to find out more. If an RS-232 signal is used, you must convert
this to the RS-422 signal expected by your Sony 9-pin device. Exter-
nal RS-232 to RS-422 converters are available from various manufac-
turers at your local dealer or can be purchased via the internet. If you
are planning to cover distances exceeding a few meters please make
sure that this adapter also balances the signal.

Setting up Sony 9-Pin


1. Set up and test basic timecode synchronization, as described earlier
in this chapter.
2. Connect an unused serial port (COM port) on the computer to the ex-
ternal tape transport.
As mentioned earlier, you may need a RS232 to RS422 converter or conversion cable.

Sony 9-Pin via serial connection (possibly with conversion cable, etc.)

Word Clock
to audio card

MIDI Timecode LTC Timecode

MIDI Interface Synchronizer Video transport

A typical Sony 9-Pin setup.

• Note that you can have two separate 9-Pin devices connected to the
computer when using Nuendo!
3. Make sure you have timecode recorded on the tape recorder, and that
it is set up to utilize Sony 9-Pin.

NUENDO
27 – 632 Synchronization
4. Open the Device Setup dialog from the Devices menu, and select “9-
Pin Device 1” or “9-Pin Device 2”.

5. Use the Serial Port pop-up menu to select the correct serial (COM)
port.
By selecting different ports for the two 9-Pin Devices, you can separate two different ex-
ternal tape recorders, video systems, etc. The other options in this dialog are described
on the following pages.

6. Open the Synchronization Setup dialog on the Transport menu.


7. Select “9-Pin Device 1” or “9-Pin Device 2” from the Machine Control
section of the dialog and click OK.
Which one to select depends on your connections and the serial port allocation you
made in step 5.

8. Open the Project Setup dialog from the Project menu.


9. As when synchronizing without using transport control, use the Start
value to specify which frame on the tape should correspond to the be-
ginning of the project.
10.Close the Project Setup dialog.
11.Pull down the Devices menu and select “9-Pin Device 1” or “9-Pin
Device 2”.
The corresponding 9-Pin Device control panel appears. This has a separate set of
transport buttons, for controlling the transport in the 9-pin device. There’s also a sepa-
rate Online button, above the transport controls.

It’s now possible to control the transport of the 9-pin device indepen-
dently or together with Nuendo:

NUENDO
Synchronization 27 – 633
• If you activate the Online button on the 9-Pin Device control panel you
can use the transport buttons on the panel to control the transport in
the device.

• If you activate the Sync button on Nuendo’s Transport panel, the 9-Pin
Device transport buttons (or the buttons on the main Transport panel)
will control the 9-pin device and Nuendo in sync.

• However, each time you start up your external tape transport, you may
have to activate play from its front panel for a couple of seconds.
If you don’t, Nuendo has no chance of “knowing” where to wind the first time, since it
doesn’t know what timecode is recorded on the tape. Proceed as follows:

12.On the Transport panel, activate the Sync button.


13.Press play on the external tape transport and let the tape roll for a few
seconds, so that Nuendo can “learn” about the timecode positions on
the tape. Stop the tape transport.
14.Activate the Online button on the 9-Pin Device panel.
15.Now activate play, either from the 9-Pin Device panel or from the
Transport panel.
The external tape transport should wind the tape to a position just before the project
cursor in Nuendo and go into Play. After a short while, Nuendo should start, in sync.

16.Try to Stop, Fast Forward and Rewind from Nuendo and activate Play
from different positions in the project.
The tape transport should follow.

• When using Sony 9-Pin it is possible to advance the external transport


frame by frame by using the Nudge Position buttons on the Transport
panel.

• Whenever you want to turn off the synchronization between the tape
recorder and Nuendo, simply deactivate Sync on the Transport panel.

NUENDO
27 – 634 Synchronization
Audio Layback for 9-Pin Devices
Nuendo has some special features for working with 9-Pin devices
(typically video decks). These allow you to transfer audio to the 9-Pin
device by recording it from Nuendo, manually or automatically. A typi-
cal application would be audio layback – if you have edited audio for a
video in Nuendo and want to transfer the audio back to the audio
track(s) in the video deck, at the correct positions.

❐ This assumes that Machine Control of the 9-Pin device has been set up,
and that the proper audio connections have been made for recording au-
dio from Nuendo to the 9-Pin device.

1. Open the Device Setup dialog and select the 9-Pin device (1 or 2) in
the Device list.
2. Make sure the Number of Audio Tracks value is correct.
This should be set to the number of audio tracks in the 9-Pin device. The maximum
number of audio tracks supported is 48.

• If you have activated the “Try to Recognize Device” option and the 9-Pin
Device model is known to Nuendo, the Number of Audio Tracks is auto-
matically set to the correct value.
3. Close the Device Setup dialog.
4. Select “9-Pin Device 1” (or 2, depending on your connections and
setup) from the Devices menu.
The control panel for the 9-Pin Device appears.

The numbered buttons to the left correspond to the set number of audio tracks.

5. Make sure the Online button is activated.


6. To Record Enable an audio track in the 9-Pin device, click the corre-
sponding numbered button in the panel.
The button lights up, indicating that the corresponding audio track is Record Enabled.

NUENDO
Synchronization 27 – 635
7. Set the locators in Nuendo to encompass the audio section you want
to transfer.
8. Click the AutoEdit button in the 9-Pin device panel.
This is the button to the right of the transport controls.

• If the AutoEdit function is supported by the 9-Pin device, the device


will automatically go to a position just before the left locator, start play-
back, activate recording at the left locator and punch out at the right
locator.
The audio section will be played back in Nuendo and recorded on the audio tracks of
the 9-Pin device.

• If the AutoEdit function is not supported by the 9-Pin device, you have
to activate recording “manually”.
Use the 9-Pin device control panel transport (or the main Transport panel) to rewind to
a position before the left locator, activate automatic punch-in and punch-out and start
playback. Since no Nuendo tracks are record enabled, recording will only be performed
by the 9-Pin device.

❐ Please consult the documentation for the 9-Pin device for information
about whether the AutoEdit function is supported or not.

About the “Control Playback Speed” option


In the Device Setup dialog you will find an option called “Control Play-
back Speed” (on the Setup tab when one of the 9-Pin devices is se-
lected). If this is activated, Nuendo will attempt to adjust the playback
speed of the 9-pin device so that it stays in sync with Nuendo.

❐ This function should only be used in a situation when Nuendo cannot be


synchronized to timecode from the 9-Pin device.

NUENDO
27 – 636 Synchronization
Options
Making Project Settings
About Frame Rates
The frame rate is the number of frames per second in a film or on a
video tape. Just as there is always sixty seconds to a minute, there is al-
ways a certain number of frames to each second. However, the frame
rate used varies with the type of media (film or video), which country
the video tape has been produced in, and other circumstances.
In the Project Setup dialog are two settings for frame rates:

• The Frame Rate pop-up is automatically adjusted to the frame rate of


the incoming timecode.
There is an exception to this when you are synchronizing Nuendo to MIDI Timecode: If
you have selected 29.97 fps or 30 dfps as Frame Rate in Nuendo, this selection will be
kept, since these frame rates are not included in the MTC format.
The Project Setup dialog contains six frame rates to choose from:
Frame Rate Description

24 fps The traditional frame rate of 35mm film.

25 fps The frame rate used for all video and audio in Europe (EBU).

29.97 fps Straight 29.97 frames per second.

30 fps Straight 30 frames per second. This is often used in the United States
for audio only work.

29.97 dfps “Drop frame” code running at 29.97 frames per second, most often
used in the United States of America for work with color video.

30 dfps Very rarely used.

• The Display Format pop-up contains a number of formats that when


selected work as the “master” setting for the display format used in
the various windows’ rulers and position displays.
The item “60 fps (user)” on this menu represents a user definable frame rate. To make
editing with frame accuracy correspond to the actual frame rate in an external sync
source, you need to set this frame rate to the same value as the Frame Rate pop-up.

NUENDO
Synchronization 27 – 637
Proceed as follows:
1. Open the Preferences dialog (accessed from the File menu under Win-
dows or the Nuendo menu on the Mac) and select the Transport page.
2. At the bottom of the page, enter the desired frame rate under “User
Definable Framerate”.
Either type the desired value directly or use the arrow buttons to increase/decrease
the value. You can enter any value between 2-200.

3. When you’re done, click OK to close the dialog and save the settings.
The Frame Rate you specified will now be the one used when you se-
lect “60 fps (user)” in the Display Format pop-up.

Sync Options
The following options are available in the Synchronization Setup dialog:

Drop Out Time


On an analog tape with timecode, dropouts may occur. If a drop-out is
very long, Nuendo may (temporarily) stop. In the Dropout Time field
you can set how long a drop-out (in frames) should be tolerated until
Nuendo decides that the tape isn't good enough to synchronize to. If
you have a very stable timecode source, you may lower this number to
make Nuendo stop more swiftly after the tape recorder has been
stopped.

Lock Time
Using this field you can set how many frames of “correct” timecode
Nuendo should receive before attempting to “lock” (synchronize) to
incoming timecode. If you have an external tape transport with a very
short start-up time, you could try lowering this number to make lock-
up even faster than it already is.

NUENDO
27 – 638 Synchronization
28
VST System Link
Introduction
VST System Link is a network system for digital audio that allows you
to have several computers working together in one large system. Un-
like conventional networks it does not require Ethernet cards, hubs, or
CAT-5 cables; instead it uses the kind of digital audio hardware and
cables you probably already possess in your studio.
VST System Link has been designed to be simple to set up and oper-
ate, yet give enormous flexibility and performance gains in use. It is ca-
pable of linking computers in a “ring” network (the System Link signal
is passed from one machine to the next, and eventually returns to the
first machine). VST System Link can send its networking signal over
any type of digital audio cable, including S/PDIF, ADAT, TDIF, or AES,
as long as each computer in the system is equipped with a suitable
ASIO compatible audio interface.
So, why would you want to link up two or more computers? Well, the
added computer power gives you vast possibilities:
• Dedicate one computer to running VST instruments while recording audio
tracks on another.
• If you need lots of audio tracks, you may simply add tracks on another com-
puter.
• You could have one computer serve as a “virtual effect rack”, running CPU-
intensive send effect plug-ins only.
• Since you can use VST System Link to connect different VST System Link ap-
plications on different platforms, you can take advantage of effect plug-ins and
VST instruments that are specific to certain programs or platforms.
This chapter describes how to set up and use VST System Link in
Nuendo.

NUENDO
28 – 640 VST System Link
Preparations
Requirements
The following equipment is required for VST System Link operation:

• Two or more computers.


These can be of the same type or use different operating systems – it doesn’t matter.
For example, you can link an Intel-based PC to an Apple Macintosh without problems.

• Each computer must have audio hardware with specific ASIO drivers,
installed and working.

• The audio hardware must have digital inputs and outputs.


Of course, to be able to connect the computers the digital connections must be com-
patible (i.e. the same digital formats and connection types must be available).

• At least one digital audio cable for each computer in the network.

• A VST System Link host application installed on each computer.


As of this writing, VST System Link is implemented for Nuendo (version 1.6 or later),
Cubase SX/SL and Cubase 5.2s (System Link version). Any VST System Link applica-
tions can connect to each other.
Additionally, we recommend that you use a KVM switchbox:

Using a KVM switchbox


If you want to set up a multi-computer network, or even a small net-
work in a limited space, it's a good idea to invest in a KVM (Keyboard,
Video, Mouse) switchbox. With one of these switchers you can use
the same keyboard, monitor, and mouse to control each computer in
the system, and switch between computers very rapidly. KVM switch-
ers are not too expensive, and very easy to setup and operate. It you
decide not to go this route, the network will function just the same, but
you may end up doing a lot of jumping from one machine to the other
while setting up!

NUENDO
VST System Link 28 – 641
Making connections
Below, we will assume that you are connecting two computers.
Should you have more than two computers, it’s still best to start with
two and add the others one by one once the system is working – this
makes troubleshooting easier if you run into problems. For two com-
puters, you will need two digital audio cables, one in each direction:
1. Connect a digital audio cable from the digital output of Computer 1 to
the digital input of Computer 2.
2. Connect the other cable from the digital output of Computer 2 into the
digital input of Computer 1.

• If a card has more than one set of inputs and outputs, choose which-
ever one that suits you – for simplicity usually the first set is best.

Setting up clock sync


Before you proceed you need to make sure that the clock signals on
your ASIO cards are synchronized correctly. This is essential when
cabling any kind of digital audio system, not just VST System Link.

❐ All digital audio cables by definition always carry a clock signal as well as
audio signals, so you don't need to use a special Word Clock input and
output for this (although you may find that you get a slightly more stable
audio system if you do, especially when using multiple computers).

The Clock Mode or Sync Mode is set up in the audio hardware’s


ASIO control panel. In Nuendo, you proceed as follows:
1. Pull down the Devices menu and open the Device Setup dialog.
2. Select the VST Multitrack device and make sure the Setup tab is se-
lected to the right.
3. Click the Control Panel button.
The ASIO control panel appears.

4. Open the ASIO control panel on the other computer as well.


If you are using another VST System Link host application on that computer, check its
documentation for details on how to open the ASIO control panel.

NUENDO
28 – 642 VST System Link
5. Now, you need to make sure that one audio card (and only one!) is set
to be the Clock Master, and all the other cards must be set to listen
for the clock signal coming from the Clock Master i.e. they must be
Clock Slaves.
The naming and procedure for this differs depending on the audio hardware – consult
its documentation if required. If you are using Steinberg Nuendo ASIO hardware, all
cards default to the “AutoSync” setting – in this case you must set one of the cards
(and only one) to “Master” in the Clock Mode section of the control panel.

• Typically, the ASIO control panel for an audio card contains some in-
dication of whether the card receives a proper sync signal or not, and
the sample rate of that signal.
This is a good indication that you have connected the cards and set up clock sync
properly. Check your audio hardware’s documentation for details.

❐ It’s very important that one and only one card is the clock master, other-
wise the network cannot function correctly. Once you have set this up, all
the other cards in the network will take their clock signal from this card
automatically.

The only exception to this procedure is if you are using an external


clock – which could be from a digital mixing desk or special Word
Clock synchronizer for example. If so, you must then leave all your
ASIO cards in Clock Slave or AutoSync mode, and make sure that
each of them is listening for the signal coming from the synchronizer,
usually passed through your ADAT cables or Word Clock connectors
in a daisy chain fashion.

NUENDO
VST System Link 28 – 643
Minimizing the latency
The general definition of latency is the amount of time it takes any sys-
tem to respond to whatever messages are sent to it. For example, if
your system’s latency is high and you play VST instruments in real time,
you will get a noticeable delay between when you press a key and
when you hear the sound of the VST instrument. Nowadays, most
ASIO-compatible audio cards are capable of operating with very low
latencies. Also, all VST applications are designed to compensate for
latency during playback, making the playback timing tight.
However, the latency time of a VST System Link network is the total
latency of all the ASIO cards in the system added together. Therefore
it’s extra important to minimize the latency times for each computer in
the network.

• The latency does not affect the synchronization – it's always perfectly in
time. But, it can affect the time it takes to send and receive MIDI and au-
dio signals, or make the system seem sluggish.
To adjust the latency of a system, you typically adjust the size of the
buffers in the ASIO control panel – the lower the buffer size, the lower
the latency. Generally speaking it's best to keep to fairly low latencies
(buffer sizes) if your system can handle it – about 12 ms or less is usu-
ally a good idea.

NUENDO
28 – 644 VST System Link
Setting up your software
Now it’s time to set up your programs. The procedures below describe
how to set things up in Nuendo; if you are using another program on
the other computer, please refer to its documentation.

Setting the sample rate


The projects in both programs must be set to use the same sample
rate. Select “Project Setup…” from the Project menu and make sure
the sample rate is the same in both systems.

Streaming digital audio between applications


1. Create input and output busses in both applications and route these
to the digital inputs and outputs.
The number and configuration of the busses depends on your audio hardware and on
your needs. If you have a system with eight digital i/o channels (such as an ADAT con-
nection), you could create several stereo or mono busses or a surround bus together
with a stereo bus, or any combination you need. The important thing is that you should
have the same configuration in both applications – if you have four stereo output bus-
ses on Computer 1, you want four stereo input busses on Computer 2, etc.

2. Set things up so that Computer 1 plays back some audio.


You could for example import an audio file and play this back in Cycle mode.

3. In the mixer, make sure the playing audio channel is routed to one of the
digital output busses you have set up.
4. In Computer 2, open the mixer and locate the corresponding digital
input bus.
The audio being played back should now “appear” in the program running on Computer
2. You should see the input bus level meters moving.

5. Reverse this procedure so that Computer 2 plays back and Computer


1 “listens”.
Now you have verified that the digital connection works as it should.

• From this point on in this chapter, we refer to the busses connected to


the digital inputs and outputs as “VST System Link busses”.

NUENDO
VST System Link 28 – 645
Activating VST System Link
After setting up the inputs and outputs, you now need to define which
input/output should carry the actual VST System Link information.
The System Link networking signal is carried on only one bit of one
channel. This means that if you have an ADAT based system which
normally carries eight channels of 24-bit audio, once you activate VST
System Link you will have seven channels of 24-bit audio and one
channel of 23-bit audio (the least significant bit of this last channel is
what we will use for networking). In practice this makes no discernible
difference to the audio quality, since you will still have around 138dB
headroom on this channel.
To set things up we need to open the VST System Link panel:
1. Open the Device Setup dialog on the Devices menu.
2. Select the VST System Link device and make sure the Setup tab is
selected to the right.

NUENDO
28 – 646 VST System Link
3. Use the ASIO Input and ASIO Output pop-up menus to define which
channel should be the networking channel (and thus become a 23-bit
audio channel, in our example).
Quite often you will be able to just leave these pop-ups the way they are.

4. Click the Active checkbox at the top of the panel.


5. Repeat the steps above for every computer on the network.
As the computers are made active, you should see the small T (Trans-
mit) and R (Receive) lights flashing on each active computer, and the
name of each computer should appear in the list at the bottom of the
pane. Each computer is assigned a random number – don't worry
about this, it's just so the network knows internally which one is which.

• You can double click on the name in bold (which is the name of the
computer you’re currently working on) and set it to whatever other
name you wish.
This name will appear in the System Link window of every computer on the network.

• If you don't see the name of each computer appearing once you have
made it active, you may have to check your settings.
Go through the procedure above again and make sure that all ASIO cards are listening
to the digital clock signals correctly, and that each computer has the correct inputs
and outputs assigned to the System Link network.

Putting the network online


After each computer's name you will see whether it is online or not.
When a computer is online, it will receive transport and timecode sig-
nals, and its sequencer application can be started and stopped by re-
mote control. If it is off-line it can only be started from its own keyboard
– it is effectively an independent machine, although it is still on the net-
work.

• Note that any computer can control any and all of the others – VST System
Link is a peer to peer network and there is no absolute “master” computer.
However, most users do like to think of one machine as the master (in a one person/two
computer network, this would be the machine you actually sit behind most of the time).

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VST System Link 28 – 647
For now, let's put all computers online:
1. Activate the Online checkbox in the VST System Link panel for all
computers.

2. Check that the system is working by pressing Play on one computer –


all computers should start almost instantly and play perfectly in time,
with sample accurate precision.

• The Offset setting to the right allows you to adjust whether one ma-
chine will play back slightly ahead or behind the rest.
This is normally not needed, but occasionally with some hardware you may find that the
lock is a few samples out. In that case you can adjust the lock with the Offset value. For
now, leave it set to 0 – it will most likely be what you want.
VST System Link sends and understands all transport commands, so
you can play, stop, fast forward, rewind etc. the entire network from
one computer without a problem – try it! If you jump to a locator point
on one machine, all other machines will also instantly jump to that lo-
cator point.

❐ Don't forget to make sure that all computers have their tempos set to the
same value, otherwise your synchronization will be seriously skewed.

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28 – 648 VST System Link
Using MIDI
As well as supplying transport and sync control, VST System Link also
supplies up to 16 MIDI ports, each with 16 channels. You set this up
as follows:
1. Use the MIDI Ins and Outs value boxes to specify the number of MIDI
ports you need.
The default value is 0 MIDI In and 0 MIDI Out ports.

2. Create a MIDI track in the Project window and open the Inspector
(top section).
3. If you now pull down the “in” or “out” pop-ups, you will find the speci-
fied System Link ports added to the list of MIDI Inputs and Outputs.

This allows you to route MIDI tracks to VST instruments running on


another computer, as described in the application examples (see
page 653).

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VST System Link 28 – 649
The “Active ASIO Ports for Data only” setting
If you are sending huge amounts of MIDI data at once, there is a small
possibility that you might run out of bandwidth on your VST System
Link network. This will manifest itself by notes “choking” or timing be-
coming erratic.
If this happens, you can devote more bandwidth to MIDI by selecting
Active ASIO Ports for Data only in the VST System Link Setup panel.
When this is active, the VST System Link information will be sent on
the entire channel instead of just one bit, more than enough for all the
MIDI you could ever hope to use. The downside is that you can no
longer use this ASIO channel for audio transfer (do not connect it to a
speaker!), thus leaving you only 7 channels of audio in our ADAT ca-
ble example. Depending on how you work this might be a reasonable
compromise.

Hearing the network audio


If you are using an external mixing desk, hearing your audio really isn't
an issue – just plug the outputs of each computer into the desired
channels on the external mixing desk, press Play on one of the com-
puters, and you're good to go.
However, many people prefer to mix internally inside the computer and
just use a desk for monitoring (or maybe not use any external mixer at
all). In this case you'll need to select one computer to be your “main mix
computer” and send the audio from your other computers into this.
In the following example, we assume you are using two computers,
with Computer 1 as your main mix computer and Computer 2 running
two additional stereo audio tracks, an FX channel track with a reverb
plug-in and a VST instrument plug-in with stereo outputs.
1. First you want to set things up so that you can listen to the audio play-
back from Computer 1.
In other words, you need an unused set of outputs, e.g. an analog stereo output, con-
nected to your monitoring equipment.

2. Go to Computer 2 and route each of the two audio tracks to a sepa-


rate output bus.
These should be busses connected to the digital outputs – let’s call them Bus 1 and 2.

3. Route the FX channel track to another VST System Link bus (Bus 3).

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28 – 650 VST System Link
4. Route the VST instrument channel to yet another bus (Bus 4).
5. Go back to Computer 1 and check the corresponding four VST System
Link input busses.
If you start playback on Computer 2, the audio should “appear” on the input busses on
Computer 1. However, to mix these audio sources you need actual mixer channels:

6. Add four new stereo audio tracks on Computer 1 and route these to
the output bus you use for listening, e.g. to the analog stereo outputs.
7. For each of the audio tracks, select one of the four input busses.
Now, each Computer 2 bus is routed to a separate audio channel on Computer 1.

8. Activate monitoring for the four tracks.


If you now start playback, the audio from Computer 2 will be sent “live”
to the new tracks on Computer 1, allowing you to hear them together
with any tracks you play back on Computer 1.

Adding more tracks


OK, but if you have more audio tracks than you have VST System Link
busses (physical outputs)? Then you just use the Computer 2 mixer
as a submixer: Route several audio channels to the same output bus
and adjust the output bus level if needed.
Note also that if your audio cards have multiple sets of input and out-
put connections you can link up e.g. multiple ADAT cables and send
audio via any of the busses on any of the cables.

Internal mixing and latency


One problem with mixing inside the computer is the latency issue we
mentioned earlier. The VST engine always compensates for record la-
tencies, but if you are monitoring through Computer 1 you will hear a
processing delay while you listen to signals coming from your other
computers (not on your recording!). If your audio card in Computer 1
supports ASIO Direct Monitoring you should definitely turn this on –
you'll find the setting in the VST Multitrack Device Setup panel (see
page 51). Most modern ASIO cards support this function. If yours
doesn't you may want to change the Offset value in the VST System
Link Setup panel to compensate for any latency issues.

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VST System Link 28 – 651
Setting up a larger network
This is not much more difficult than a two computer network. The main
thing to remember is that VST System Link is a daisy chain system. In
other words, the output of Computer 1 goes to the input of Computer
2, the output of Computer 2 goes to the input of Computer 3, and so
on around the chain. The output of the last computer in the chain must
always go back into the input of Computer 1, to complete the ring.
Once you've done this, the transmission of all the transport, sync, and
MIDI information to the whole network is handled pretty much automat-
ically. However, where you may run into confusion in a large network is
in the transmission of audio signals back to a central mix computer.
If you have lots of hardware inputs and outputs on your ASIO cards you
don't need to send audio via the chain at all, but can transmit it directly
to the master mix computer via one or more of its other hardware Inputs.
For example, if you have a Nuendo Digiset interface or 9652 card on
Computer 1 you could use ADAT cable 1 for networking, ADAT cable 2
as a direct audio input from Computer 2, and ADAT cable 3 as a direct
audio input from Computer 3.
You can also transmit audio via the ring system if you don't have
enough hardware I/Os for direct audio transmission. For example, in a
four computer scenario you could send audio from Computer 2 into a
channel in the mixer in Computer 3, and from there to a channel in the
mixer in Computer 4, and from there back to the master mixer in Com-
puter 1. This can certainly be tricky to set up, so generally it is recom-
mended that if you want to set up a complex network, you should make
sure to use ASIO cards with at least three separate digital I/Os.

NUENDO
28 – 652 VST System Link
Application examples
Using one computer for VST instruments
In this example, you are using one computer as your main record and
playback machine, and want to use another computer as a virtual synth
rack.
1. Record a MIDI track into Computer 1.
2. Once you have finished recording, route the MIDI output of that track
to System Link MIDI port 1.
3. Now go to Computer 2, open up the VST Instrument rack and assign
an instrument to the first slot in the rack.
4. Route the VST Instrument channel to the desired output bus.
If you are using Computer 1 as your main mixing computer, this would be one of the
VST System Link output busses, connected to Computer 1.

5. Create a new MIDI track in the Project window of Computer 2, and


assign the MIDI output of the track to the VST Instrument you created.
6. Assign the MIDI input of the track to be VST System Link port 1.
Now, the MIDI track on Computer 1 is routed to the MIDI track on Computer 2, which
in turn is routed to the VST Instrument.

7. Now activate monitoring for the MIDI track on Computer 2, so that it


will listen and respond to any MIDI commands coming in.
In Nuendo, you would click the monitor button in the Track list or Inspector.

8. Press play on Computer 1.


It will now send the MIDI information on the track to the VST Instrument loaded on
Computer 2.
Even with a slow computer you should be able to stack a whole bunch
of extra VST Instruments this way, expanding your sound palette con-
siderably. Don't forget that VST System Link MIDI is also sample ac-
curate, and thus has much tighter timing than any hardware MIDI
interface ever invented!

NUENDO
VST System Link 28 – 653
Creating a virtual effect rack
The effect sends for an audio channel in Nuendo can either be routed
to an FX channel track or to any activated Group or output bus. This
allows you to use a separate computer as a “virtual effect rack”, by
setting things up in the following way:
1. Go to Computer 2 (the machine you will use as effect rack) and add a
new stereo audio track.
You cannot use an FX channel track in this case, since the track must have an audio input.

2. Add the desired effect as an insert effect for the track.


Let’s say you add a high-quality reverb plug-in.

3. Open the mixer and select one of the VST System Link busses as in-
put for the audio track.
You want to use a separate System Link bus, which will only be used for this purpose.

4. Route the channel to the desired output bus.


If you are using Computer 1 as your main mixing computer, this would be one of the
VST System Link output busses, connected to Computer 1.

5. Activate monitoring for the track.


6. Now, go back to Computer 1 and select a track to which you want to
add some reverb.
7. Bring up the effect sends for the track, in the Inspector or the mixer.
8. Pull down the send routing pop-up menu for one of the sends, and se-
lect the VST System Link bus assigned to the reverb in step 3.
9. Use the send slider to adjust the amount of effect as usual.
The signal will be sent to the track on Computer 2 and processed
through its insert effect, without using any processor power on Com-
puter 1.
You can repeat the steps above to add more effects to the “virtual ef-
fect rack”. The number of effects available this way is only limited by
the number of ports used in the VST System Link connection (and of
course by the performance of Computer 2, but given that it won’t have
to handle any recording or playback, you should be able to use quite a
lot of effects).

NUENDO
28 – 654 VST System Link
Getting extra audio tracks
All computers on a VST System Link network are locked with sample
accuracy. Therefore, if you find that the hard drive on one computer
isn’t fast enough to run as many audio tracks as you need, you could
record new tracks on one of the other computers instead. This would
create a “virtual RAID system”, with several disks all operating together.
All tracks will remain locked together just as tightly as if they were all
running on the same machine. This means that you effectively have an
unlimited track count! Need another 100 tracks? Just add another
computer.

NUENDO
VST System Link 28 – 655
NUENDO
28 – 656 VST System Link
29
Video
Background
Video support in Nuendo
Nuendo plays back video films in AVI, Quicktime or MPEG formats. Un-
der Windows, video playback can be done using one of three playback
engines: Video for Windows, DirectShow or Quicktime. This ensures
compatibility with as wide a range of video files as possible. Under Mac
OS X, Quicktime is always used as playback engine. QuickTime sup-
ports the following video file formats: AVI/MPEG/QuickTime/DV.
Generally there are two ways to play back video:
• Without any special hardware at all, using the computer CPU.
In this case, the “codec” is in software. While this will be fine in many situations it does
put a limit on the size of the video window as well as the quality of the image.
• Using video hardware that for example connects to an external monitor.
Mac OS X: Using a FireWire port, you can play back video on an external monitor us-
ing a DV-to-analog converter or a DV camera.
This is valid for DV video and QuickTime is used for playback.

❐ Hardware solutions for playing back a video on an external monitor and


further information can be found on www.steinberg.net.

NUENDO
29 – 658 Video
Operations
About the video playback engine
In Nuendo for Windows, you select a playback engine in the Device
Setup dialog, under the “Setup” tab for the Video Player device:

What playback engine to select depends largely on which type of


video system you are using, as well as on the file format and codec of
the video files you want to work with. Below is a brief guide to which
formats you may be able to use with the different playback engines.
However, this also depends on the video hardware – please consult
the hardware documentation for detailed information.
Playback engine Video file formats Codecs

DirectShow AVI, MPEG Cinepak, DV, Indeo, M-JPEG, MPEG

QuickTime QuickTime, AVI, MPEG Cinepak, DV, Indeo, M-JPEG, MPEG

Video for Windows AVI Cinepak, Indeo, M-JPEG (with some


video cards)

• Make sure to read the section “Before you start” on page 664.

NUENDO
Video 29 – 659
• Generally, you can expect most Windows hardware to work with Direct-
Show.
On a Windows system, the DirectShow and Video for Windows players are provided
by the operating system, you don’t have to install any additional software.

• For the Quicktime playback method to be available, you must have


QuickTime installed on your computer.
There is a freeware version (a QuickTime installer is included on the Nuendo CD if re-
quired, or you can download it from www.quicktime.com) and a “pro” version, which
offers additional video cutting options. The player engine is the same in both versions,
so for mere playback in Nuendo there is no need to purchase the “pro” version.

❐ Under Mac OS X, there is only one standard player option. The Quicktime
playback engine is always used, supporting the formats AVI, MPEG, Quick-
Time and DV. If your system has a FireWire port, there is also a FireWire
option – see below.

Importing a video file


Video files are imported just as audio files, see page 111.

• By using the File menu (Import Video File).

• By using drag and drop.

• By importing to the Pool first and then dragging to the Project window
(see the Pool chapter for details).
Note:
• To be able to play back the video, you must add a video track (by using the
Add Track submenu on the Project menu or Quick menu). You can only have
one video track in each project.
• All video files on the track must be of the same size and compression format.
• The Import dialog has an option for extracting the audio from a video file – see
page 662.

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29 – 660 Video
Playing back a video file
Video files are displayed as events/clips on the video track, with
thumbnails representing the frames in the film.

A video event on a video track.


To view the video on the computer screen (as opposed to on an exter-
nal monitor, see below), proceed as follows:

• If you’re running MacOS X, first open the Device Setup dialog from
the Devices menu, click Video Player in the list and make sure “On-
screen Window” is selected in the Video Output section of the dialog.

• Pull down the Devices menu and select Video (or use a key command –
by default [F8]).
A video window appears. In Stop mode, this displays the video frame at the project cur-
sor position.
Playback is done together with all other material, using the Transport
panel.

Setting the Window size


If you are playing back video in a window on your computer screen,
you may want to adjust the size:

• Open Device Setup dialog from the Devices menu, click Video Player
in the list and use the Video Window buttons to select a size.

Playing back video in full screen mode


When viewing video on the computer screen you can choose to let
the video occupy the whole screen, during playback or in Stop mode:

• Right-click (Win) or [Ctrl]-click (Mac) in the video window to switch to


full screen. Click again to exit full screen.

NUENDO
Video 29 – 661
Playing back a video file on external equipment (Mac OS X only)
For Apple computers equipped with a FireWire port, you can easily con-
nect external video hardware via this, as OS X has built-in video support
for the most common formats (NTSC/PAL/DVCPRO). FireWire is ca-
pable of high data-transfer speed and is the most common standard for
communicating with video-related peripheral equipment.

• To play back a video file via hardware connected to the FireWire port,
select “FireWire” in the Outputs pop-up of the Device Setup–Video
Player dialog.
When FireWire is selected as output, a number of format options appear on the For-
mat pop-up, allowing you to select between various video formats and resolutions.

Extracting audio from a video file


If a video file contains audio, it can be extracted. Regardless of the au-
dio format in the actual file, the resulting audio file will always be in the
format (Sample Rate and Record Format) that is specified for the
Project in the Project Setup dialog.
There are three ways to extract audio from a video file:

• By checking the Extract audio option in the Import Video dialog.


This will add the audio to the currently active audio track. The new audio event will start
at the same time as the video event, so that they are in sync with each other.

• By using Import Audio from Video File from the File menu.
This is just as above, but no video clip is created, only an audio event (starting at the
project cursor position on the selected track).

• By using Extract Audio from Video File on the Pool menu.


This creates an audio clip in the Pool, but doesn’t add any events to the Project window.

• These functions are not available for mpeg video files.

NUENDO
29 – 662 Video
Replacing the audio in a video file
Nuendo has a special function for replacing the audio in a video file:
1. Pull down the File menu and select Replace Audio in Video File.
2. In the file dialog that appears, locate and select the video file on your
hard disk, and click Open.
A new file dialog appears.

3. Locate and select the audio file that you want to insert into the video
file, and click Open.
The audio is added to the video file, replacing its current audio track (if any).

• By combining the functions Extract Audio, Export Audio Mixdown and


Replace Audio in Video File, you can create a complete audio track for
a video file.

Project window and Browser editing operations


Video clips are played back by events just as audio clips are. You can
use all the basic editing operation on video events, just as with audio
events (see page 116). The following operations are not possible on
the video track:

• Drawing, Gluing, Muting and Scrubbing.

• The video track has no editor and does not make use of parts.

Pool operations
For more about operations on video clips in the Pool, see page 428.

NUENDO
Video 29 – 663
Before you start
When working on a project involving a video file, there are several
points to bear in mind:

Have you selected the right player?


The player is used not only for playback of the video file, but also to pro-
vide file information in the Pool and in the Import Video dialog. There-
fore, to make sure that you have chosen the right player for a particular
type of video file, check the file information displayed in the Import
Video dialog or the Pool prior to trying to import or playing back the file.
When this information reads “0x0 pixel”, “0.000 s” and “0 Frames”, the
video file is either corrupt, or the format is not supported by the codecs
available to the selected video player. You will either have to change
the video player, or install the required codec.

❐ Trying to import or play back a file not supported by the selected video
player leads to unpredictable results – if no information on the number
of frames, the length and the pixel resolution is available in the Import
Video dialog or the Pool, you cannot import/play this file properly with
this particular video player.

❐ You can change the video player in the Device Setup dialog. After having
done so, make sure to remove any previously imported video file from
the Pool first, and re-import it.

Editing a video file


Nuendo allows you to cut, copy, paste and trim video events, i.e. your
video track may contain more than one video event. However, when
using the DirectShow video player on a Windows system, you may
find that only the first event on the video track is played back correctly.
In such a case make sure that the video track contains no more than
one video event.
When working with a Windows operating system, you may find that
you are unable to edit a video file copied from a CD. This is because
files copied from CD are write protected by default. Right-click the
file, and uncheck the “Read only” option in the File Properties dialog.

NUENDO
29 – 664 Video
When you have a video file in a format not supported by Nuendo, use
an external application to convert the file to a format that Nuendo can
import.

Graphics cards
There are some graphics cards that provide more than one output.
You can use such cards for display of the video on an extra TV or
computer monitor in full screen mode. Check the card’s documenta-
tion for information on how it handles video output and how to set it
up for multi-monitor display.
Dedicated video cards are currently not supported by Nuendo.

Options
In the Preferences dialog (Event Display–Video page), there are two
options for video playback:

• Show Video Thumbnails.


When this is activated, thumbnail frames of the video contents are shown in the track.

• Video Cache Size.


This determines how much memory is available for video thumbnails. If you have long
video clips and/or work with a large zoom factor (so that a lot of frames are shown in
the thumbnails), you may have to raise this value.

NUENDO
Video 29 – 665
The Edit Mode
Video playback follows the Nuendo transport, so that the video frame
at the current project cursor position is shown, during playback and in
Stop mode (e.g. if you move the project cursor manually or use fast
forward/rewind). Nuendo has a special Edit Mode that makes use of
this fact, allowing you to edit audio while getting continuous visual
feedback on the video display:

• If you activate “Edit Mode” on the Transport menu, the project cursor
will automatically follow when you make selections or perform editing
operations (such as moving, resizing, adjusting fades, etc.).
Since the video automatically follows the project cursor, you will instantly get a visual
feedback when you edit! This makes it very easy to e.g. move an audio event to a cer-
tain spot in the video.

• To avoid obscuring the view, the project cursor will be hidden from the
event display in Stop mode if Edit Mode is selected.
However, it will still be shown in the Ruler.

Application Examples
Listed below are three examples of how you can use Nuendo’s Edit
Mode for matching audio and MIDI to video.
1. If required, set the snap point in the audio event so that it identifies a
significant point in the audio recording.
This would be the position in the audio that you want to match to a certain position in the
video. If you don’t set the snap point, the start of the audio event will be used instead.

2. Activate Edit Mode on the Transport menu.


3. Select the audio event.
The project cursor position is automatically moved to the position of the snap point.

4. While watching the video display, move the audio event towards the
correct position.
Since the project cursor automatically follows the snap point position and the video au-
tomatically follows the project cursor, you just need to move the event until the desired
video frame is displayed!

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29 – 666 Video
If you have a video section and an audio event for it, that doesn’t quite
fit, you can use time stretch to change the length of the audio:
1. Use the method described above to position the start of the audio
event at the correct position according to the video.
2. In Edit Mode, select the Range Selection tool and double click in the
audio event.
This creates a selection range that spans the whole audio event.

3. Click the right edge of the selection range and drag to adjust it to the
desired length.
While you are dragging, the project cursor position follows the right edge of the range,
allowing you to pinpoint the desired end position in the video.

4. Use “Locators to Selection” (on the Transport menu) to set the loca-
tors to the selection range you just made.
5. With the Arrow tool, select the audio clip to be stretched.
6. Select Time Stretch from the Process submenu on the Audio menu.
7. Click the Set To Locators Range button.
The time stretch factor is set up so that the audio event will fit the locator range.

❐ Make sure you don’t exceed the 75% to 125% limit!

8. Make Accuracy and Algorithm settings as desired, and click Process.


The audio is stretched or compressed to fit the range.

If you want the audio to fade in, reaching full volume at a certain posi-
tion in the video, and fade out at another position, here is a quick way
of achieving this:

❐ This assumes that the audio event is already positioned and sized cor-
rectly according to the video.

1. In Edit Mode, select the Range Selection tool.


2. Make a selection range in the audio event, roughly covering the section
that should be played at full volume.

NUENDO
Video 29 – 667
3. Click and drag the edges of the selection range so that they exactly
correspond to the end of the fade-in and the start of the fade-out, re-
spectively.
While you are dragging, the project cursor position follows the edge of the range,
alowing you to pinpoint the desired fade-in and fade-out position in the video.

4. Pull down the Audio menu and select “Adjust Fades to Range”.
The fade-in and fade-out handles of the audio events are automatically adjusted.

NUENDO
29 – 668 Video
30
ReWire
Introduction
ReWire and ReWire2 are special protocols for streaming audio be-
tween two computer applications. Developed by Propellerhead Soft-
ware and Steinberg, ReWire provides the following possibilities and
features:

• Real-time streaming of up to 64 separate audio channels (256 with


ReWire2), at full bandwidth, from the “synthesizer application” into
the “mixer application”.
In this case, the “mixer application” is of course Nuendo. An example of a “synthesizer
application” is Propellerhead Software’s Reason.

• Automatic, sample accurate synchronization between the audio in the


two programs.

• The possibility to have the two programs share one sound card and
take advantage of multiple outputs on that card.

• Linked transport controls that allow you to play, rewind etc, either from
Nuendo or from the synthesizer application (provided it has some kind
of transport functionality).

• Automatic audio mixing functions of separate channels as required.


In the case of Reason for example, this allows you to have separate mixer channels for
the different devices.

• Additionally, ReWire2 offers the possibility to route MIDI tracks in


Nuendo to the other application, for full MIDI control.
For each ReWire2 compatible device, a number of extra MIDI outputs will be made avail-
able in Nuendo. In the case of Reason, this allows you to route different MIDI tracks in
Nuendo to different devices in Reason, having Nuendo serve as main MIDI sequencer.

• Less total system requirements than when using the programs together
in the conventional way.

NUENDO
30 – 670 ReWire
Launching and quitting
When using ReWire, the order in which you launch and quit the two
programs is very important:

Launching for normal use with ReWire


1. First launch Nuendo.
2. Enable one or several ReWire channels in the ReWire Device dialog for
the other application.
This is described in detail on page 672.

3. Launch the other application.


It may take slightly longer for the application to start when you are using ReWire.

Quitting a ReWire session


When you are finished, you also need to quit the applications in a
special order:
1. First quit the synthesizer application.
2. Then quit Nuendo.

Launching both programs without using ReWire


We don’t know exactly why you would want to run Nuendo and the
synthesizer application at the same time on the same computer, with-
out using ReWire, but you can:
1. First launch the synthesizer application.
2. Then launch Nuendo.
Please also note that the two programs now compete for system re-
sources such as audio cards, just as when running either with other,
non-ReWire audio applications.

NUENDO
ReWire 30 – 671
Activating ReWire channels
ReWire supports streaming of up to 64 separate audio channels,
while ReWire2 supports 256 channels. The exact number of available
ReWire channels depends on the synthesizer application. Using the
ReWire Device panels in Nuendo, you can specify which of the avail-
able channels you want to use:
1. Pull down the Devices menu and select the menu item with the name
of the ReWire application. All recognized ReWire compatible applica-
tions will be available on the menu.
The ReWire panel appears. This consists of a number of rows, one for each available
ReWire channel.

The ReWire panel for Reason.

2. Click on the power buttons to the left to activate/deactivate the desired


channels.
The buttons light up to indicate activated channels. Please note that the more ReWire
channels you activate, the more processing power is required.

• For information about exactly what signal is carried on each channel,


see the documentation of the synthesizer application.
3. If desired, double click on the labels in the right column, and type in
another name.
These labels will be used in the Nuendo mixer to identify the ReWire channels.

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30 – 672 ReWire
Using the transport and tempo controls
❐ This is only relevant if the synthesizer application has some sort of built-
in sequencer or similar.

Basic transport controls


When you run ReWire, the transports in the two programs are com-
pletely linked. It doesn’t matter in which program you Play, Stop, Fast
Forward or Rewind. However, recording (if applicable) is still com-
pletely separate in the two applications.

Loop settings
If there is a loop or cycle facility in the synthesizer application, that
loop will be completely linked to the Cycle in Nuendo. This means that
you can move the start and end point for the loop or turn the loop on
or off in either program, and this will be reflected in the other.

Tempo settings
As far as tempo goes, Nuendo is always the Master. This means that
both programs will run in the tempo set in Nuendo.
However, if you are not using the Tempo track in Nuendo, you can ad-
just the tempo in either program, and this will immediately be reflected
in the other.

❐ If you are using the Tempo track in Nuendo (if the Tempo button is acti-
vated on the Transport panel), you should not adjust the tempo in the syn-
thesizer application, since a tempo request from ReWire will automatically
deactivate the Tempo switch in Nuendo!

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ReWire 30 – 673
How the ReWire channels are handled in
Nuendo
When you activate ReWire channels in the ReWire Device panels,
they will become available as channel strips in the mixer. The ReWire
channel strips have the following properties:

• ReWire channels appear to the right of the other audio and MIDI chan-
nel strips in the mixer.
ReWire channel strips are denoted by a yellow label in the mixer.

• ReWire channels may be any combination of mono and stereo, de-


pending on the synthesizer application.

• ReWire channels have the same functionality as regular audio channels.


This means you can set volume and pan, add EQ, insert effects and sends and route
the channel outputs to groups or busses. All settings can be automated using the
Read/Write functions. However, ReWire channels have no monitor buttons.

• You can mix down the audio from ReWire channels to a file on your
hard disk with the Export Audio Mixdown function (see page 597).
You can either export the output bus to which you have routed the ReWire channels,
or export individual ReWire channels directly – “rendering” each ReWire channel to a
separate audio file.

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30 – 674 ReWire
Routing MIDI via ReWire2
❐ This feature is only available with ReWire2-compatible applications.

When using Nuendo with a ReWire2-compatible application, addi-


tional MIDI outputs will automatically appear on the MIDI Output pop-
up menus for MIDI tracks. This allows you to play the synthesizer appli-
cation via MIDI from Nuendo, using it as one or several separate MIDI
sound sources.

The MIDI outputs for a Reason song. Here, each output goes directly to a device in
the Reason rack.

• The number and configuration of MIDI Outputs depends on the syn-


thesizer application.

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ReWire 30 – 675
Considerations and limitations
Sample rates
Synthesizer applications may be limited to audio playback in certain
sample rates. If Nuendo is set to a sample rate other than those, the
synthesizer application will play back at the wrong pitch. Consult the
documentation of the synthesizer application for details.

ASIO drivers
ReWire works well with ASIO drivers. By using the Nuendo bussing
system you can route sounds from the synthesizer application to vari-
ous outputs on an ASIO compatible audio card.

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30 – 676 ReWire
31
File handling
File Operations
New Project
The New Project command on the File menu allows you to create a
new project, either empty or based on a template:
1. Select New Project from the File menu.
A list of templates is displayed. When you install Nuendo, a number of templates for
various purposes are included, but you can also create your own (see page 682).

2. Select a template from the list, or select “Empty”.


A file dialog appears, allowing you to specify a folder for the new project.

3. Select an existing project folder or create a new one by typing its


name in the dialog.
A new, untitled project is created.

Open
The Open command on the File menu is used for opening saved project
files. Both Nuendo project files (extension “.npr”) and project files cre-
ated in Steinberg’s Cubase SX (extension “.cpr”) can be opened (al-
though Cubase-specific settings will be ignored).

• Several projects can be open at the same time.


The active project is indicated by the blue Activate button in the upper left corner of
the Project window. To make another project active, click its Activate button.

An active project.

• You can also open project files by selecting a shortcut from the “Recent
Projects” submenu on the File menu.
This submenu lists the projects you have recently worked with, with the most recent
one at the top of the list.
• Projects can also automatically be opened when you launch Nuendo.
See page 703.

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31 – 678 File handling
About the “Pending Connections” dialogs
If you open a Nuendo project created on another setup (other audio
hardware), the program tries to find matching audio inputs and outputs
for the i/o busses (this is one of the reasons why you should use de-
scriptive, generic names for your input and output ports – see page 16).
If the program cannot resolve all audio inputs and outputs used in the
project, a Pending Connections dialog will appear. This will allow you
to manually re-route any ports specified in the project to ports avail-
able in your system.
Similarly, a Pending Connections dialog will appear if you open a
project with MIDI ports that don’t match the current MIDI setup.
Again, use the dialog to re-route ports.

Close
The Close command on the File menu closes the active window. If a
Project window is active, selecting Close will close the corresponding
project.

• If the project contains unsaved changes, you will be asked whether


you want to save the project before closing it.
If you select “Don’t Save”, and have recorded or created new audio files since saving,
you get the choice to delete or keep these.

Save and Save As


The commands Save and Save As allow you to save the active project
as a project file (file extension “.npr”). The Save command stores the
project under its current name and location, while Save As allows you
to rename and/or relocate the file. If you haven’t yet saved the project,
or if it hasn’t been changed since it was last saved, only Save As will
be available.

❐ Generally, we recommend that you save project files in their project fold-
ers, to keep the projects as manageable as possible.

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File handling 31 – 679
A word about file extensions
Under Windows, file types are indicated by three letter file name exten-
sions (such as *.npr for Nuendo project files). Under Mac OS X, it is not
necessary to use file name extensions, since the file types are stored in-
ternally in the files. However, if you want your Nuendo projects to be
compatible with both platforms, you should make sure the option “Use
File Extension in File Dialog” is activated in the Preferences dialog –
this is the default setting. When this is activated, the proper file name
extension is automatically added when you save a file.

Saving a Default project


If you always want the same default project to open when you launch
Nuendo, you can save a default project:
1. Set up a project the way you want it.
2. Select “Save As” from the File menu and save the project in the User/
Application Data/Steinberg/Nuendo folder, under the name “de-
fault.npr”.

❐ This is the one case when the file name extension is crucial under Mac
OS X as well!

3. Open the Preferences dialog and select the General page.


4. Open the “On Startup” pop-up menu and select “Open Default
Project”.
The next time you launch Nuendo, the default project is automatically opened. For de-
tails on the other Startup options, see page 703.

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31 – 680 File handling
Save Project to New Folder

This function is very useful if you want to move or archive your project.
If you select this item, you will first be asked where to store the saved
project. Then a dialog will appear, with the following options:
Item Description

Project Name By default, this will be the current name of the project you’re sav-
ing, but you can change it if you like.

Minimize Audiofiles If this is activated, only the audio file portions that are actually
used in the project will be included. This can significantly reduce
the size of the project folder (if you are using small sections of
large files), but it will also mean you cannot make use of the re-
maining audio file portions if you continue working with the
project in its new folder.
Freeze Edits This will perform a Freeze Edits operation, making all processing
and applied effects permanent to each clip in the Pool. See page
359.

Remove Unused When this is activated, only files in the Pool that are actually used
Files in the project will be stored in the new folder.

When you’ve made your settings, click OK to save the project in the
new folder. The original project isn’t removed or affected.

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File handling 31 – 681
Save as Template
This function allows you to save the current project as a template. Tem-
plates are always stored in the Templates folder (within the Nuendo
program folder). When you create a new project, the available tem-
plates will be listed, allowing you to base the new project on a template.

• Templates can contain clips and events, just like regular projects.
If this is not what you want, make sure to remove all clips from the Pool before you save
the project as a template.

Revert
If you select Revert from the File menu, you will be asked whether you
really want to revert to the last saved version of the project. If you click
“Revert”, all changes you have made since saving will be discarded.

• If you have recorded or created new audio files since saving, you will
be asked whether you want to delete or keep these.

Working with Libraries


A Nuendo Library is a stand-alone Pool, that is not associated with a
project file. You can use Libraries to store sound effects, loops, Video
Clips, etc., and transfer media from a Library into a project by using
drag and drop. The following library functions are available on the File
menu:

New Library
Creates a new library. Just as when creating new projects, you will be
asked to specify a project folder for the new library (in which media
files will be stored). The Library will appear as a separate Pool window
in Nuendo.

Open Library
Opens a file dialog for opening a saved library file.

Save Library
Opens a file dialog for saving the library file (file extension “.npl”).

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31 – 682 File handling
The “Cleanup” function
The Cleanup function on the File menu helps you to save hard disk
space by locating, and if you like, deleting unused audio files in the
project folders on your disk.
1. Select “Cleanup…” from the File menu.
If there are any open projects, an alert will appear, allowing you to close these. Clicking
“Close” closes all open projects and brings up the Cleanup dialog.

2. If you want to restrict the Cleanup function to a certain folder only,


click the “Search Folder” button and select the folder.
You should only select a specific folder if you are certain it doesn’t contain audio files
used in other projects (outside the folder)! See the note below.
If you want the Cleanup function to be applied to all folders on all hard disks, you don’t
need to make any special settings, as this is the default mode. After selecting a folder
you can reset the function to search all folders by opening the “Search Folder” dialog
again and clicking “Cancel”.

3. Click the Start button.


Nuendo will now scan the selected folder (or all hard disks) for Nuendo project folders
and check for audio and image files (in the Audio, Edits and Images subfolders) that
are not used by any project. The found files are listed in the dialog.

4. When the scan is complete, you can select files by clicking in the list.
Use [Ctrl]/[Command]-click to select several files, and [Shift]-click to select a range of
files. You can also click the Select All button to select all files in the list.

• There are situations when the Cleanup function will list files that are not
unused!
- If you have moved or renamed files or folders (without updating the project files to use
the new paths), there is no way for Nuendo to know that these files are used in a project.
- If you perform the Cleanup function on a folder in which there are audio files belonging
to other projects (outside the folder), these files will be considered “unused”.
- Also, make sure you don’t delete any files used in other applications, or files that you
generally want to keep!
However, you can safely delete Image files since these can be recon-
structed by the program if necessary.
5. Delete any files you don’t want to keep, by selecting them and clicking
Delete.
6. Close the dialog by clicking its close button.

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File handling 31 – 683
Exporting and importing Nuendo Tracks
You can export Nuendo tracks (of any type) for later import into other
Nuendo projects. Everything associated with the tracks will be exported
(mixer channel settings, automation subtracks, parts and events etc.)
and a separate “media” folder will be created, containing copies of all
referenced audio files.
Project specific settings such as tempo are not part of the exported
track files.

Exporting Nuendo Tracks


1. Select the tracks that you wish to export.
2. Pull down the File menu and open the Export submenu.
3. On the submenu, select “Selected Tracks...”.
A file dialog appears allowing you to select or create (and name) an empty destination
folder for the exported tracks.

4. Click OK.
The tracks will be saved in the specified folder, and will contain two
items; a XML file named after the enclosing folder and a subfolder
named “Media” which will contain any associated audio or video files.

Importing Nuendo Tracks

• Note that the sample rate used in the project you import tracks to has
to match the sample rate in the original project!
If not, audio files will play back at the wrong speed.
1. Pull down the File menu and open the Import submenu.
2. On the submenu, select “Nuendo Tracks...”.
3. In the file dialog that appears, locate the XML file, select it and click
Open.
The “Copy files to Project Folder?” dialog appears just like when importing audio files.

4. Click Yes to copy the files into your current project or No to leave
them in their current location.
The tracks are imported, complete with all contents and settings.

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31 – 684 File handling
Exporting and importing AES31 files
The AES31 standard is an open file interchange format, developed by
the Audio Engineering Society as a means of overcoming format in-
compatibility issues between different audio hardware- and software.
It can be used for transferring projects via disk or network from one
workstation to another, retaining time positions of events, fades, etc.
AES31 uses the widely used Microsoft FAT32 file system with Broad-
cast Wave as the default audio file format. This means that an AES31
file can be transferred to and used with any digital audio workstation
that supports AES31, regardless of the type of hardware and software
used, as long as the workstation can read the FAT32 file system and
Broadcast Wave files (or regular wave files).

Exporting AES31 files


1. Select “AES31...” from the Export submenu on the File menu.
2. Select a name and location for the new file and click Save.
The exported file will contain all Audio Track data, including audio file references. If any
of the audio events in your project has real-time fades (as set up with the fade handles
for the events), these will automatically be converted to fade audio files and stored in a
fades folder next to the AES31 file.
The following will not be included in the resulting AES file:
• Any mixer settings or automation made in Nuendo.
• MIDI Tracks.
The saved file will be an xml file (but with the extension “.adl”, for audio
decision list) – this means you can open it in any text editor to check
file references etc.

Importing AES31 files


1. Select “AES31...” from the Import submenu on the File menu.
2. Navigate to the location of the AES31 file (extension “.adl”), select it
and click Open.
You are now prompted to select or create a project folder for the new project.

3. After specifying the name and location of the project folder, the new
project opens containing all the audio tracks and events stored in the
AES31 file.

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File handling 31 – 685
Exporting and importing OMF files
Open Media Framework Interchange (OMFI) is a platform independent
file format intended for transfer of digital media between different appli-
cations. Nuendo can import and export OMF files (file extension “.omf”),
allowing you to use Nuendo in conjunction with other audio and video
applications.

Exporting OMF files


1. Pull down the File menu and open the Export submenu.
2. On the submenu, select “OMF...”.
The OMF Export Setup dialog appears.

3. Select “1.0 File” or “2.0 File” depending on which OMFI version is


supported by the application in which you plan to import the file.
4. Select whether you want to include all audio data in the OMF file (“Ex-
port All to One File”) or use references only (“Export Media File Refer-
ences”).
If you choose “Export All to One File”, the OMF file will be totally “self-contained”, but
possibly very large. If you choose “Export Media File References”, the file will be small,
but the referenced audio files must be available for the receiving application.

5. If you selected the “2.0 File” option above you can choose whether to
include the fades and volume settings for the events (as set up with
the event fade and volume handles) – to include these in the OMF file,
activate “Export Clip Based Volume”.
6. Specify a sample size (resolution) and sample rate for the exported
files (or use the current project settings).
7. Click OK, and specify a name and location in the file dialog that
appears.
The exported OMF file will contain (or make reference to) all audio files
that are played in the project (including fade and edit files). It will not in-
clude unused audio files referenced in the Pool, or any MIDI data. Video
files are not included, but Nuendo stores the start positions of Video
Events in the OMF file, allowing you to manually import video files in the
other OMF application (see below).

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31 – 686 File handling
Importing OMF files
1. Pull down the File menu and open the Import submenu.
2. On the submenu, select “OMF...”.
3. In the file dialog that appears, locate the OMF file and click Open.
A project file dialog appears, allowing you to specify a folder for the new project.

4. Select an existing project folder or create a new one by typing its


name in the dialog.
5. If the OMF file contains Video Event information, you are asked whether
you want to create Markers at the start position of the Video Events.
This allows you to manually import the video files, using the Markers as position references.
A new, untitled project is created, containing the Audio Events of the
imported OMF file.

Importing and exporting OpenTL files


OpenTL is a file exchange format developed for Tascam hard disk re-
cording systems. If you import an OpenTL file to Nuendo, the resulting
project will contain all audio files and edits made in the Tascam system,
with all events positioned correctly in the Project window. Nuendo sup-
ports both Import and Export of the OpenTL format, making it possible
to transfer all edits and audio files back and forth between Nuendo and
the Tascam device.
About Tascam Devices
Tascam devices can store audio on hard disks using one of two file al-
location systems. They either use the FAT32 (Windows standard), or
the HFS (MacOS standard) file system. The audio file format also dif-
fers between the two file systems, FAT32 will store audio as Wave files,
while HFS will store audio as Sound Designer II files.
• OpenTL files can only be transferred within file systems of the same
format which means that it is not possible to import an OpenTL
project exported from Mac (HFS or FAT32) into a Windows system
(FAT or FAT32) or a Tascam device, and vice versa.
• Nuendo for Mac OS X supports OpenTL using HFS/SD II as well as
FAT32/Wave.

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File handling 31 – 687
• Nuendo for Windows supports OpenTL for Tascam products using
the Wave/FAT32 systems.

Importing OpenTL Files


1. Select “OpenTL...” from the Import submenu on the File menu.
2. Navigate to the location of the OpenTL file, select it and click Open.
You are now prompted to select or create a project folder for the new project.

3. After specifying the name and location of the project folder, the new
project opens containing all the audio files stored in the OpenTL file
and their associated edits.

Exporting OpenTL Files


Before you export to OpenTL format, you should make the following
preparations:
1. Make sure all audio files in the project are in mono and 16 or 24 bit.
The OpenTL specification does not include support for 32 bit audio files. In case you are
planning to export your project in OpenTL format please work with 16 or 24 bit audio
files only since any 32 bit file will not be included in the export process.

2. Make sure all referenced audio files are located on the drive to which
you want to export the OpenTL file.
Now you are ready to export:
3. Select “OpenTL...” from the Export submenu on the File menu.
4. Select a name and location for the new file and click Save.
Again, the OpenTL file must be exported to the same drive as the referenced audio files.
The exported file will contain all audio track data, including file refer-
ences. The following will not be included in the resulting OpenTL file:
• Any real-time mixing, EQ and effects settings made in Nuendo.
• Automation Tracks.
• MIDI Tracks.

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31 – 688 File handling
Importing Premiere Generic EDL Files
You can transfer audio files and their associated edits from the Adobe
Premiere application to Nuendo. This is made possible by rendering a
“Generic EDL” file from a session in Premiere, and importing the re-
sultant file.
Proceed as follows:
1. Select “Premiere Generic EDL...” from the Import submenu on the File
menu.
2. Navigate to the location of the Premiere Generic EDL file, select it and
click Open.
You are now prompted to select a name and location for the new project Folder that
will be created.

3. After selecting, the new project opens containing all the audio files
stored in the Premiere Generic EDL file and their associated edits.
Nuendo will also automatically extract any audio from video files if the audio is refer-
enced in the EDL file.

Exporting and Importing MIDI Files


Nuendo can import and export Standard MIDI Files, which makes it
possible to transfer MIDI material to and from virtually any MIDI appli-
cation, on any platform. When you import and export MIDI files, you can
also specify whether certain settings associated with the tracks should
be included in the files (automation subtracks, volume and pan settings
etc.).

Exporting MIDI Files


To export your MIDI tracks as a Standard MIDI File, pull down the File
menu and select “MIDI File...” from the Export submenu. A regular file
dialog appears, allowing you to specify a location and name for the file.

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File handling 31 – 689
When you have specified a location and a name for the file, click
“Save”. At this point, the Export Options dialog appears, allowing you
to specify a number of options for the file – what should be included in
the file, its type and its resolution (see below for descriptions of the
options).

The Export Options dialog.

You will also find these settings in the Preferences dialog (MIDI-MIDI
File page). If you set these up once and for all in the Preferences , you
only need to click OK in the Export Options dialog to proceed.
The dialog contains the following options:

NUENDO
31 – 690 File handling
Option Description

Export Inspector If this is checked, the MIDI patch settings in the Inspector – Bank
Patch Select and Program Select (used for selecting sounds in the con-
nected MIDI instrument) are included as MIDI Bank Select and
Program Change events in the MIDI file.

Export Inspector If this is checked, Volume and Pan settings made in the Inspector
Volume/Pan are included as MIDI Volume and Pan events in the MIDI file.

Export Automation If this is checked, recorded automation (see page 293) is con-
verted to MIDI controller events and included in the MIDI file. This
also includes automation recorded with the MIDI Control plug-in
(see the separate “MIDI devices and features” pdf document).

Export Inserts If this is checked and you are using any MIDI plug-ins as insert ef-
fects, the modifications to the original MIDI notes that occur as a
result of the effect(s) will be included in the MIDI file. A MIDI delay,
for example, will produce a number of repeats to a MIDI note by ac-
tually adding additional, “echoing” notes at rhythmic intervals – these
notes will be included in the MIDI file if the option is activated.

Export Sends If this is checked and you are using any MIDI plug-ins as send ef-
fects, the modifications to the original MIDI notes that occur as a
result of the effect(s) will be included in the MIDI file.

Export Marker If this is checked, any markers you have added (see page 149) will
be included in the MIDI file as Standard MIDI File Marker events.

Export as Type 0 If this is checked, the MIDI file will be of Type 0 (all data on a single
track, but on different MIDI channels). If you don’t check this op-
tion, the MIDI file will be of Type 1 (data on separate tracks).
Which type to choose depends on what you want to do with the
MIDI file (in which application or sequencer it should be used, etc.).

Export Resolution You can specify a MIDI resolution between 24 – 960 for the MIDI
file. The resolution is the number of pulses, or ticks, per quarter
note (PPQ) and determines the precision with which you will be
able to view and edit the MIDI data. The higher the resolution, the
higher the precision. The resolution should be chosen depending
on the application or sequencer with which the MIDI file should be
used though, since certain applications and sequencers may not
be able to handle certain resolutions.

• The MIDI File will include the Tempo track.

• Inspector settings (other than patch, volume, pan and effects – see
above) are not included in the MIDI file!
To include these, you need to convert the settings to “real” MIDI events and properties
by using the Merge MIDI in Loop function for each track, see page 465.

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File handling 31 – 691
Importing MIDI Files
To import a MIDI file from disk, proceed as follows:
1. Select “MIDI File...” from the Import submenu on the File menu.
2. In the dialog that appears, select whether a new project should be
created for the file or not.
If you select “No”, the MIDI file will be imported into the current project.

3. Locate and select the MIDI file in the file dialog that appears, and click
Open.
4. If you chose that a new project should be created, you are asked to
specify a project folder for the new project.
Select an existing project folder or create a new one by selecting a location for it and
typing its name in the dialog.
The MIDI file is imported. The result depends on the contents of the
MIDI file and the Import Options settings in the Preferences dialog –
MIDI-MIDI File page:
The Import Options are as follows:
Option Description

Extract First Patch If this is checked, the first Program Change and Bank Select
events for each track are converted to Inspector settings for
the track.

Extract First Volume/Pan If this is checked, the first MIDI Volume and Pan events for
each track are converted to Inspector settings for the track.

Import Volume/Pan as If this is checked, all MIDI Volume and Pan events in the MIDI
Automationtrack file will be converted to automation data for the MIDI tracks.

Import to Left Locator If this is checked, the imported MIDI file will be placed so that
it starts at the position of the left locator – otherwise it will
start at the beginning of the project. Note that if you choose
to have a new project created automatically, the MIDI file will
always start at the beginning of the project.

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31 – 692 File handling
As mentioned on page 691, the result also depends on what type of
MIDI file it is – Type 0 or Type 1:
• If the MIDI file is of Type 0 (all data on a single track), only one MIDI track will
be created.
This track will be set to MIDI Channel “Any”, allowing all MIDI events to play back on
their original channels. You can use the Dissolve Part function on the MIDI menu to dis-
tribute the events onto different tracks with different MIDI Channels (see page 484).
• If the MIDI file is of Type 1 (data on several tracks) a number of new MIDI
tracks and parts will be created.
In both cases, the Tempo track is adjusted according to the Tempo
track in the MIDI file.

❐ It is also possible to import a MIDI file from disk by dragging and drop-
ping it from the Windows Explorer or the Mac OS Finder into the Nuendo
Project window. The Import Options apply if you use this method as well.

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File handling 31 – 693
Importing Cubase VST files
As described on page 678, Nuendo can open Cubase SX/SL projects
with the regular Open function. It is also possible to import files cre-
ated in older versions of Cubase. There are three options for this on
the File – Import submenu:

Import Cubase Song


This will open a Song file (Windows file extension “.all”) created in Cu-
base 5.0 or later and convert it to a Nuendo project. When importing a
Song, you will be asked to specify a folder for the new project, as usual.

• Cubase Songs can contain more than one Arrangement (containing in-
dependent part and event data). If this is the case, you will be asked
which one of these Arrangements to import.
To import all Arrangements in a Cubase Song, simply repeat this for all Arrangements,
and save each as a separate project.
The conversion has the following limitations:
Data Conversion result

MIDI output setting If the output information stored in the original Song doesn’t
for MIDI tracks match the current outputs, a “Pending Connections” dia-
log will appear, allowing you to remap each MIDI output in
the Song to a new output.

MIDI track play parameters Only the volume and transpose settings are included; the
(Inspector settings) other parameters (velocity, compression, length and pan)
are ignored.

MIDI part play parameters All settings are included, except transpose.
(Inspector settings)

Group tracks Removed.

Style tracks Removed.

Chord tracks Removed.

Drum tracks Converted to MIDI tracks with drum maps. MIDI output
settings for individual drum sounds will be ignored.

Solo/Mute status of tracks Ignored.

MIDI “effect” devices, such Removed.


as the arpeggiator and IPS

Window layouts Ignored.

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31 – 694 File handling
Data Conversion result

Key command settings Ignored.

Grooves Ignored.

MIDI Mixermaps Removed.

Dynamic events in audio Ignored.


parts (including M-points)

Automation The VST channel automation is included, but limited to vol-


ume, pan and EQ data. Plug-in automation and automation
for DSP Factory settings are ignored.

Left/right locator positions Ignored.


and cycle status

Sync settings and status Ignored.

Master track hitpoints Removed.

VST Group channels Removed.

Multiple audio tracks routed Will be replaced by separate audio tracks (with separate
to the same audio channel channels in the mixer). This is because in Nuendo there is
always one channel per track.

Solo/Mute status of VST Ignored.


channels

• It’s also possible to import Songs created in version 3.7x of Cubase for
Windows.
However, this will only include the basic audio and MIDI data, ignoring most of the set-
tings.

Import Cubase Arrangement


As mentioned above, a Song in previous versions of Cubase could
contain one or several Arrangements. These contained all the part and
event data along with file references, but without mixer settings and
similar, which were global to all Arrangements in the Song. Arrange-
ments could be saved as separate files, with the extension “.arr”.
When you import a Cubase Arrangement into Nuendo, it will be con-
verted to a project, just as when importing a Song. The same limitations
apply.

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File handling 31 – 695
Import Cubase Part
Just as in Nuendo, previous Cubase versions used parts as containers
for MIDI or audio events. These could be saved as separate files with
the extension “.prt”. When you import a part file, the following happens:
• A new track is created, with the name of the part.
That is, the name of the part when it was saved in Cubase, not (necessarily) the file
name.
• The part appears as a Nuendo part, at the left locator position.
• If the imported part was an audio part, the necessary clips and file references
are added to the Pool.

❐ Note that none of these file formats contain any actual audio data. Just
as with Nuendo projects, the files only contain references to audio files.
This means that you need access to the referenced audio files as well, to
properly import Songs, Arrangements or Parts with audio.

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31 – 696 File handling
Importing audio CD tracks
You can import audio from audio CDs, for use in Nuendo projects.
This is done by selecting “Import Audio CD” from the Pool menu (or
by selecting the “Audio CD…” option from the Import submenu on the
File menu).
• If the project window is active, the imported audio CD track(s) will be
inserted on the selected audio track, at the project cursor position.
It is also possible to import audio CD tracks into the Pool, which may be the preferred
method if you want to import several CD tracks in one go.
Selecting one of the Import Audio CD menu items brings up the fol-
lowing dialog:

• If you have more than one CD drive, you use the Drives pop-up menu
to select the one holding the audio CD.
• The Speeds pop-up menu (Windows version only) lists all possible
data transfer speeds for the selected CD drive.
While you normally want to use the fastest possible speed, you may have to select a
slower speed for flawless audio extraction.

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File handling 31 – 697
• The main display in the dialog lists all audio tracks on the CD.
The columns have the following functionality:

Column Description

Grab Activate the checkbox in this column for the track you want to grab (import).
To activate more than one checkbox (import more than one track), click and
drag over the checkboxes (or press [Ctrl]/[Command] or [Shift] and click).

Track When you import an audio CD track, the file will be named according to
the name in this column. You can rename a track by clicking in the Track
column and typing a new name. You can also apply a name to all audio CD
tracks (e.g. the name of the album, see below).

Length The length of the whole audio CD track, in minutes and seconds.

Size The file size of the whole audio CD track, in MegaBytes.

Grab Start You can grab a section of a track if you like. This indicates the start of the
section to be grabbed in the track. By default, this is set to the start of the
track (0.000) but you can adjust this on the grab selection ruler (see below).

Grab End Indicates the end of the section to be grabbed in the track. By default, this
is set to the end of the track but you can adjust this on the grab selection
ruler (see below).

• You can audition the selected audio CD track by clicking the Play
button.
The track will be played back from the grab selection start (see below) to the track end
(or until you click the button again). During playback, the button is labeled “Stop”.

• The arrow buttons next to the Play button allow you to audition the
start and end of the grab selection only.
The left button will play a short snippet beginning at the start of the grab selection (see
below), while the right button will play a snippet starting just before the end of the grab
selection.

• If you want to import a section of an audio CD track only, you select


the track in the list and specify the start and end of the grab selection
by dragging the handles in the grab selection ruler.
Use the start and end audition buttons to fine tune the selection boundaries.

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31 – 698 File handling
Note that you can import sections of several audio CD tracks by se-
lecting them in turn and adjusting the grab selection. The grab start
and end settings for each track will appear in the list.

• If you wish, you can change the generic audio file name in the File
Name field.
By default, the imported audio files will get this name with a track number added (typically
Track 01, Track 02, and so on). However, if you have adjusted the track name for a spe-
cific audio CD track in the list, the corresponding audio file will use that name instead.

• By default, imported audio CD tracks will be stored as Wave files


(Windows) or AIFF files (Mac) in the Audio folder of the current project.
You can select another folder by clicking the Change Folder button.

• Clicking the Grab button will convert the selected audio CD tracks
(the tracks for which the Grab checkbox is ticked) to audio files.
The grabbed files will be listed at the bottom of the dialog – click OK to actually import
the files into the project and close the dialog, or click Cancel to discard the grabbed files.

Importing Audio from Video files


While you can automatically extract the audio when importing a video
file (see page 662), it is also possible to import the audio from a video
file without importing the video itself:
1. Pull down the File menu and select “Audio from Videofile” from the
Import submenu.
2. In the file dialog that appears, locate and select the video file and click
Open.
The audio in the selected video file is extracted and converted to a Wave file in the
project’s Audio folder.

• A new Clip is created and added to the Pool. If the Project Window is
active, an Event will be inserted on the selected Track at the project
Cursor position.
This works just like when importing regular audio files.

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File handling 31 – 699
Importing ReCycle files
ReCycle, developed by Propellerhead Software, is a program designed
especially for working with sampled loops. By “slicing” a loop and mak-
ing separate samples of each beat, ReCycle makes it possible to match
the tempo of a loop and edit the loop as if it was built up of individual
sounds. Nuendo can import two file types created by ReCycle:
• REX files (export file format of the first versions of ReCycle, extension “.rex”).
• REX 2 files (file format of ReCycle 2.0 and later, extension “.rx2”).
Proceed as follows:
1. Select an audio track and move the project cursor to where you want
the imported file to start.
You probably want to import REX files to tempo based audio tracks, since this will allow
you to change the tempo later on (having the imported REX file automatically adjust).

2. Select “Audio File…” from the Import submenu on the File menu.
3. Select REX files or REX 2 files with the file type pop-up menu in the
file dialog.
4. Locate and select the file and click Open.
The file is imported, and automatically adjusted to the current Nuendo tempo.
Unlike a regular audio file, the imported REX file will consist of several
events, one for each “slice” in the loop. The events will automatically
be placed in an audio part on the selected track, and positioned so
that the original internal timing of the loop is preserved.
5. If you now open the part in the Audio Part Editor, you can edit each
slice separately by muting, moving and resizing events, adding effects
and processing, etc.
You can also adjust the tempo and have the REX file automatically follow (provided
that its track is tempo based).

• You can also achieve similar results by using Nuendo’s own loop slicing
features.
See page 402.

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31 – 700 File handling
Importing compressed audio files
During the last years, various audio compression formats have be-
come very common. The major advantage of using such file formats is
that the file size is significantly reduced, with very little degradation of
sound quality. This allows for quick download, mass storage and easy
transportation.
Nuendo can import (and export, see page 597) several common audio
compression formats. The procedure is the same as when importing
any non-compressed audio file, with one important thing to note:

❐ If you import a compressed audio file, Nuendo will create a copy of the
file and convert this to Wave format (Windows) or AIFF format (Mac OS
X) before importing it (the original compressed file will not be used in
the project). The Wave/AIFF file will be placed in the designated project
Audio folder. Please be aware that the converted Wave/AIFF file will be
several times larger than the original compressed file!

The following file types are supported:

MPEG audio files


MPEG, which stands for Moving Picture Experts Group, is the name
of family of standards used for coding audio-visual information (e.g.
movies, video, music) in a digital compressed format.
Nuendo can read three types of audio MPEG files: MPEG Layer 1 (file
extension *.mpeg), MPEG Layer 2 (*.mp2) and MPEG Layer 3 (*.mp3).
Currently, mp3 is the most common format of these, while the mp2
format is mostly used in broadcast applications.
• Note that the file extension “.mpeg” can also be used by MPEG video files.
If you select an MPEG video file in the Import Audio dialog you will not be able to im-
port it.

Ogg Vorbis files


Ogg Vorbis is a relatively new format that is open and patent-free and
offers very small audio files maintaining comparatively high audio qual-
ity. Ogg Vorbis files have the extension “.ogg”.

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File handling 31 – 701
Windows Media Audio files (Windows only)
Windows Media Audio is an audio format developed by Microsoft Inc.
Due to advanced audio compression algorithms, Windows Media Au-
dio files can be made very small, maintaining good audio quality. The
files have the extension “.wma”.

Options and Settings


Auto Save

If you activate the Auto Save checkbox in the Preferences dialog


(General page), Nuendo will automatically save backup copies of all
open projects with unsaved changes.

• You specify how often a backup copy should be created with the Auto
Save Interval setting.

• Backup copies are named “Name.bak”, where “Name” is the name of


the project. The files are saved in the project folder.

• Unsaved projects are also backed up in the same way.


Backup copies of unsaved projects will be named “#UntitledX.bak” where “X” is an in-
cremental number, to allow multiple backup copies in the same project folder.

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31 – 702 File handling
Startup Options

The “On Startup” pop-up menu in the Preferences dialog (General


page) allows you to specify what should happen each time you launch
Nuendo. The following options are available:

Option Description

Do Nothing Nuendo launches without opening a project.

Open Last Project The last saved project is opened on launch.

Open Default Project The default project is opened (see page 680).

Show Open Dialog The Open dialog appears on launch, allowing you to manu-
ally locate and open the desired project.

Show Template Dialog The Template dialog appears on launch, allowing you to cre-
ate a new project from one of the templates.

Show Open Options The Open Document Options dialog appears on launch, see
Dialog below. It allows you to make a different choice each time you
launch Nuendo.

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File handling 31 – 703
Nuendo Open Document Options Dialog

The Nuendo projects you have used recently are displayed in the list. To
open one of them, select it and click the “Open Selection” button. To
open another project not listed there, click the “Open Other...” button. A
file dialog appears that allows you to look for the desired file on your
disk. Click the “New Project” button to create a new project using a
template or not.
If you hold down [Ctrl]/[Command] while launching Nuendo this dia-
log will always be displayed, regardless of the startup option selected
in the Preferences dialog (General page).

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31 – 704 File handling
32
Customizing
Background
The user can customize the appearance and functionality of Nuendo
in various ways.
User configurable items described in this chapter are:

• Window layouts
By storing different window combinations as window layouts, you can quickly switch
between different working modes – see page 707.

• Transport panel
The user can configure which Transport panel items are to be shown or hidden, and
where they should be located – see page 710.

• Toolbars
In the project window and all editor windows, the user can configure which toolbar
items are to be shown or hidden, and where they should be located – see page 712.

• Track list
The controls shown in the Track list can be set for each track type – see page 714.

• Configuration of main menu items


The user can hide items not needed on the main menus – see page 719.

• Preferences presets
You can save and recall preference settings as preference presets – see page 722.

• Appearance
The general look of the program can be adjusted – see page 724.
This chapter also contains a section describing where your preferences
and settings are stored (see page 724), to help you transfer your cus-
tomized settings to another computer.

NUENDO
32 – 706 Customizing
Working with window layouts
A configuration of windows for the active project is called a “window
layout”. By storing different window combinations as window layouts,
you can quickly switch between different working modes. You may for
example want as large a Project window as possible when you are ed-
iting, whereas you may want the mixer and effect windows open dur-
ing mixdown. Window layouts are listed and managed on the Window
Layouts submenu on the Windows menu.

Editing the active window layout


There is always one layout active, even if you haven’t saved any. To
make changes to the active window layout, proceed as follows:
• Make the desired changes to the window configuration.
This may include opening, closing, moving and sizing windows, and adjusting zoom
and track height.
The changes are automatically stored for the active layout.

Creating a new window layout


1. Set up the windows you want to include in the window layout.
This may include opening, moving and sizing windows, and adjusting zoom and track
height.

2. Pull down the Window menu and open the Window Layouts submenu.

NUENDO
Customizing 32 – 707
3. Select “New...”.

4. In the dialog that appears, enter a name for the window layout.
5. Click OK.
The window layout is stored and will appear on the Window Layouts submenu. It will
now be the active layout.

Activating a window layout


1. Pull down the Window menu and open the Window Layouts submenu.
2. Select the window layout from the list on the submenu.
The windows are closed, opened, moved and/or resized according to the stored window
layout.

• You can also activate any of the first nine window layouts using key
commands.
By default, this is done by pressing [Alt]/[Option] and the corresponding key on the
numeric keypad ([Alt]/[Option]-[1] selects layout 1, and so on).

Recapture layout
This allows you to change a stored layout:
1. First select a stored layout so that it is active.
2. Change the setup of the windows the way you want them and select
Recapture.
3. In the dialog that appears, click OK to save the changes to the layout.
If you wish, you can also rename the layout in the dialog.

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32 – 708 Customizing
Organizing window layouts
If you select “Organize...” from the Window Layouts submenu, a dialog
opens, listing all available window layouts.

• To rename a window layout, double click its name in the list and type
in a new name.

• To create a new window layout based on the current window configu-


ration, click the New button.
The new layout appears in the list allowing you to adjust its name and properties.

• To activate a layout, either select it and click the Activate button, or


double click in the number column to the left.
The layout is activated and the dialog is closed (unless the “Keep Window Open”
checkbox is ticked).

• To remove a window layout, select it in the list and click the Remove
button.
The layout is removed from the list.

• To close the dialog, click the OK button.


Note that you can continue working in other windows with the Organize Layouts dialog
open.

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Customizing 32 – 709
Customizing the Transport panel
You can customize the appearance of the Transport panel by deciding
which parts of it you wish to be visible, and where the parts should be
located on the panel.

Setting which items are shown/hidden


If you right-click (Win) or [Ctrl]-click (Mac) anywhere within the Trans-
port panel area, a pop-up menu will appear. On this menu, you can di-
rectly check or uncheck elements of the Transport panel as desired.

You can also select different preset configurations from the lower half
of the menu. To make all hidden items visible again, select “Show All”.

NUENDO
32 – 710 Customizing
The Transport Setup dialog
If you right-click (Win) or [Ctrl]-click (Mac) anywhere within the Trans-
port panel area and select “Setup…” from the pop-up menu, a dialog
appears. In this dialog you can also configure where the separate parts
should be placed on the panel as well as saving/recalling different con-
figurations of the Transport panel.

The dialog is divided into two columns. The left column displays the
currently visible items on the Transport panel, and the right column
displays the currently hidden items.

• You can change the current show/hide status by selecting items in


one column and then use the arrow buttons in the middle of the dialog
to move them to the opposite column.
Changes are applied directly.

• By selecting items in the “Visible Items” column and using the Move
Up and Move Down buttons you can change the position of the se-
lected item(s) on the Transport panel.
Changes are applied directly. To undo all changes and revert back to the standard
Transport panel layout, you can select “Default” from the pop-up menu accessed by
right-clicking/[Ctrl]-clicking the Transport panel.

A “customized” Transport panel

NUENDO
Customizing 32 – 711
• If you click the Save button (disk icon) in the Presets section, you can
name the current configuration and to save it as a preset.
The saved setting appears in the Presets field.
• To remove a preset, select it and click the trash icon.
• Saved configurations are available for selection from the Presets pop-
up in the dialog, or directly from the pop-up menu brought up by right-
clicking or [Ctrl]-clicking the Transport panel.

Customizing the toolbars


You can customize the appearance of the toolbars in the Project win-
dow and editor windows by deciding which sections should be visible,
and where the sections should be located on the panel. The screen-
shots below illustrate customizing the Project window toolbar but you
can use the same procedures for the toolbars in the Sample Editor, the
MIDI editors and the Tempo Track Editor.

Setting which items are shown/hidden


If you right-click (Win) or [Ctrl]-click (Mac) anywhere within the toolbar
area, a pop-up menu will appear. On this menu, you can directly check
or uncheck elements of the toolbar as desired.

You can also select “Show All” (makes all hidden items visible) or
“Default” (makes all hidden items visible – except those that are hid-
den by default – and moves them back to their standard locations).

NUENDO
32 – 712 Customizing
The toolbar Setup dialog
If you select “Setup...” from the pop-up menu, a dialog appears. In this
dialog you can also configure where the separate items should be
placed on the toolbar as well as saving/recalling different configura-
tions of the toolbar.

The dialog is divided into two columns. The left column displays the
currently visible items on the toolbar, and the right column displays the
currently hidden items.

• You can change the current show/hide status by selecting items in


one column and then use the arrow buttons in the middle of the dialog
to move them to the opposite column.
Changes are applied directly.

• By selecting items in the “Visible Items” column and using the Move
Up and Move Down buttons you can change the position of the se-
lected item(s) on the toolbar.
Changes are applied directly.

A “customized” toolbar

NUENDO
Customizing 32 – 713
• If you click the Save button (disk icon) in the Presets section, a text
field appears, allowing you to name the current configuration and to
save it as a preset.
The saved setting appears in the Presets field.

• To remove a preset, select it and click the trash icon.

• Saved configurations are available for selection from the Presets pop-
up in the dialog, or directly from the pop-up menu brought up by right-
clicking or [Ctrl]-clicking the toolbar.

Customizing track controls


You can configure (separately for each track type) what track controls
should be shown in the Track list. You can also specify the location of
controls and group controls so that they are always shown adjacent to
each other. All this is done using the Track Controls Settings dialog.

Opening the Track Controls Settings dialog


There are two ways to open the dialog:
• By right-clicking (Win) or [Ctrl]-clicking (Mac) a track in the Track list,
and selecting “Track Controls Settings” from the menu that appears.
or
• By clicking the arrow in the top left corner of the Track list and select-
ing “Track Controls Settings”.

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32 – 714 Customizing
The dialog mainly consists of two lists, the left showing “Used Controls”
and the right “Available Controls”.
• The items in the Used Controls list are the controls currently shown in the Track
list for the selected track type.
• The items in the Available Controls list (if any) are controls currently hidden in
the Track list for the selected track type.

Setting the track type


The settings made in the Track Controls Settings dialog apply to the se-
lected track type (Audio, MIDI, Group/FX Channel, Folder, Video). If you
right-clicked (Win) or [Ctrl]-clicked (Mac) an audio track to open the
dialog for example, the settings for audio tracks are automatically dis-
played. The selected track type is shown in the menu display in the top
left corner of the dialog.

• To change the selected track type, click the arrow to the right in the
menu display and select a track type from the pop-up menu that ap-
pears.
All settings made in the dialog will apply to all tracks (current and subsequent) of the
selected type.

The track type pop-up

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Customizing 32 – 715
Removing track controls
To remove track controls in the Track list, proceed as follows:
1. Make sure you have selected the desired track type (see above).
2. Select the control(s) you wish to hide in the Used Controls list.
You can use standard multiple selection methods (i.e. [Shift] and [Ctrl]/[Command].

3. Click the “Remove” button.


The control(s) are moved to the Available Controls list.

4. Click OK to remove the controls from the Track list.

• All controls can be removed except the Mute and Solo buttons.

Adding available track controls


To add available track controls to the Track list, proceed as follows:
1. Make sure you have selected the desired track type (see above).
2. Select the control(s) you wish to add in the Available Controls list and
click the “Add” button.
3. Click OK to add the controls to the Track list.

Moving track controls


You can change the position or order of the track controls if you like:
1. Make sure you have selected the desired track type (see above).
2. Select the control(s) you wish to move in the Used Controls list.
3. Use the “Move Up” and “Move Down” buttons to reposition the se-
lected controls up or down in the Track list.
4. Click OK.
The controls are moved.

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32 – 716 Customizing
Grouping track controls
If you resize the Track list, the position of the controls will change dy-
namically to accommodate as many controls as possible in the avail-
able space (given that Wrap Controls is activated – see below). By
grouping several track controls you can ensure that they will always be
positioned side by side in the Track list. To group controls, proceed as
follows:
1. Make sure you have selected the desired track type (see above).
2. Select at least two controls you wish to group in the Used Controls
list.

• You can only group controls that are adjacent to each other in the Used
Controls list. To group controls that are currently not adjacent in the list,
use the Move Up/Down buttons first.
3. Click Group.
A number is displayed in the Group column for the grouped controls. The first group
created will have the number 1, the second 2 and so on.

4. Click OK.
The controls are now grouped.

About Wrap Controls


This is by default activated (checked). Wrap Controls is the function
that allows the controls to be dynamically repositioned when resizing
the Track list. That is, as many controls as can fit in any given space
will be displayed depending on how you resize the Track list.
If you deactivate Wrap Controls, the positions of the controls will be
fixed, regardless of the size of the Track list. In this mode, you may
have to resize the tracks vertically (by dragging the dividers between
them) to display all the controls.

About the Length column


The Length column in the Used Controls list allows you to set the max-
imum number of characters allowed in certain text fields (Name, Out-
put). To change the setting, click on the number in the Length column
and type in a new value.

NUENDO
Customizing 32 – 717
About Reset
There are two Reset buttons in the dialog:

• Clicking Reset will restore all default track controls settings for the se-
lected track type.

• Clicking Reset All will restore all default track controls settings for all
track types.

Saving Presets
You can save track control settings as presets for later recall:
1. Click on the Save icon beside the Presets name field.
A dialog appears allowing you to type in a name for the preset.

2. Click OK to save the settings as a preset.


Saved presets are available for selection from the Presets pop-up and from the pop-up
at the top left corner of the Track list.

3. To remove a preset, select it in the Track Controls Settings dialog,


and click the Delete icon beside the Presets name field.

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32 – 718 Customizing
Configuring the main menu items
❐ Configuring the main menus is a feature intended for experienced Nuendo
users. Don’t hide menus or menu items unless you are sure of the fact that
you do not need them!

You can configure what items should be shown on the main menus
and submenus, and even hide entire menus. By customizing the
menus you can chose to hide items relating to program functions you
never use, to customize the program according to your needs. For ex-
ample, if you never use the scoring features in Nuendo, you can hide
the entire Scores menu from view.
1. Open the Preferences dialog and select the Configuration page.
The Configuration page contains two parent folders; “Main Menu”, which contains
subfolders for all main menus, and “Command Categories” which contains subfolders
for all Command categories. This section will only describe how to configure Main
Menu items, not Command Categories (these are described onpage 732).

NUENDO
Customizing 32 – 719
2. Click on the plus sign for a subfolder item, e.g. the File subfolder.
As you can see, all items and subfolders on the File menu are listed in the Name column.

• In the Menu column you can decide which File menu items to hide
from view, simply by clicking in the column beside the corresponding
menu item you wish to hide.
If you click the “On” in the Menu column for an item, it changes to “Off” and vice versa.
All menu items set to “Off” will be hidden when you click Apply or OK.

• Certain essential menu items on the File and Edit menus cannot be
hidden, such as Save, Open, Close, Undo/Redo etc.
For these items there is no entry in the Menu column.

• If you set a main menu folder (as opposed to a menu item) to Off in the
Menu column, the entire menu will be hidden from view.
The exception to this is if the main menu folder contains non-removable menu items, in
which case all hideable items on the menu will be set to Off, but the menu will still be
visible.

• The Command column sets the key command On/Off status for the
corresponding menu item.
If this is set to Off, any assigned key command for the item will be disabled (see page
732 for more information).

• You can save menu configurations as preference presets, either sepa-


rately or together with other Preferences dialog settings – see below.

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32 – 720 Customizing
3. By using the above methods, you can customize all main menus to
your liking.
To apply the changes without exiting the dialog click “Apply”. Click OK to apply the
changes and exit the dialog.

• To restore all menu items to their default setting (which is visibility and
key commands on for all menus and menu items), click the Defaults
button.
Note that the Defaults button only restores the settings on the currently selected page
(the Configuration page in this case) to their default settings. If you have changed set-
tings on another page of the Preferences dialog, these are not reset.

NUENDO
Customizing 32 – 721
About preference presets
It is possible to save complete or partial preferences settings as pre-
sets. This lets you recall settings quickly and easily.

Saving a preference preset


When you have made your preferences settings, proceed as follows
to save all settings as a preset:
1. If the dialog is not already open, select Preferences from the File menu
(Win)/Nuendo menu (Mac).
2. Make sure that the “Store marked preferences only” box is not
checked.
This is because this option is used for saving partial settings (see below), as opposed
to complete settings.

3. Click the Store button in the lower left section of the Preferences
dialog.
A dialog appears, allowing you to type in a name for the preset.

4. Click OK to save.
Your saved settings will now be available from the Preference Presets pop-up for your
future projects.

Loading a preference preset


To load a saved preference preset, proceed as follows:
1. Select Preferences from the File menu (Win)/Nuendo menu (Mac).
2. Select the saved preset from the Preferance Presets pop-up.
3. Click OK to exit the Preferences dialog and apply the saved preset
settings.

NUENDO
32 – 722 Customizing
Saving partial preferences settings
It is also possible to save partial preferences settings. This is useful
when you have made settings that perhaps only relate to a specific
project or settings that you wish to apply only in certain situations for
example. When you apply a saved partial preference preset you only
change the specific saved settings, and all other Preferences dialog
settings will be left unchanged.
When you have made your specific preferences settings, proceed as
follows to save the partial settings as a preset:
1. Open the Preferences dialog.
2. Activate the “Store marked preferences only” checkbox.
When this is on, a new “Store” column appears in the Preferences page list.

3. Click in the Store column for the Preferences items you wish to save.
Note that if you check a Preferences page that contains subpages these will automat-
ically also be checked. If this is not what you want, simply uncheck the subpages.

4. Click the Store button in the lower left section of the Preferences.
A dialog appears, allowing you to type in a name for the Preset. It is a good idea to
choose a descriptive name for a partial preference preset, preferably relating to the
saved settings (for example “Configuration” or “Editing-Controls” etc.).

5. Click OK to save.
Your saved settings will now be available from the Preference Presets pop-up for your
future projects.

NUENDO
Customizing 32 – 723
Appearance
In the Preferences dialog you will find a page called Appearance.
Here you can adjust the look of the program, with the following set-
tings:
• Basic Appearance Scheme.
By selecting an option from this pop-up menu you can adjust the general look of the
program. After selecting an Appearance Scheme and clicking Apply or OK, you need
to restart the program for the changes to take effect.
• Brightness/Intensity sliders.
These sliders allow you to fine-tune the brightness and contrast in various areas in the
program. Changes take effect when you click Apply or OK.

Where are the settings stored?


As you have seen, there are a large number of ways in which you can
customize Nuendo. While some of the settings you make are stored in
each project, others are stored in separate preference files.
If you need to transfer your projects to another computer (e.g. in an-
other studio), you can bring all your settings along by copying the de-
sired preference files and installing them on the other computer.

• It’s a good idea to make a backup copy of your preference files once you
have set things up the way you want!
This way, if another Nuendo user wants to use his or her personal settings when work-
ing on your computer, you can restore your own preferences afterwards.
The table below shows the location and name of each preference file.

• Under Windows, these are stored in the folder “\Documents and Set-
tings\<user name>\Application Data\Steinberg\Nuendo\”.

• Under Mac OS X, they are stored in the folder “Library/Preferences/


Nuendo/” under your “home” directory.
The full path would be: “/Users/<user name>/Library/Preferences/Nuendo/”.

NUENDO
32 – 724 Customizing
Any exceptions to the above are stated in the table.

Setting Stored in

Current edit modifier keys Edit Modfiers.xml

Current key commands Key Commands.xml

Current preferences Nuendo Defaults – Mac OS X only; under Windows,


preferences are stored in the Registry:
HKEY_CURRENT_USER\Software\Steinberg\Nuendo\
Defaults(2)

Alternative key commands Alt_Keycommands\<Preset Name>.xml

Batch process presets Presets\Batch Processes\<Preset Name>.xml

Color setup saved in project

Crossfade presets Presets\RAMPresets.xml

Drum maps saved in Project/Export as *.drm file

EQ presets Presets\RAMPresets.xml

Installed MIDI devices Midi Devices.bin

Key commands presets Presets\KeyCommands\<Preset Name>.xml

Logical Editor presets Presets\Logical Edit\<Preset Name>.xml

MIDI FX presets Presets\<Plugin Name>\<Plugin Name>.xml

Mixer view preset saved in project

Network settings/shared Network Manager.xml


projects

Network user permissions User Permission.xml

Preferences configurations Configuration.xml

Preferences presets Presets\Configurations\<Preset Name>.xml

Quantize presets Presets\RAMPresets.xml

User templates templates\<Template Name>.npr

Toolbar presets Presets\RAMPresets.xml

Track controls presets Presets\RAMPresets.xml

Transport panel presets Presets\RAMPresets.xml

NUENDO
Customizing 32 – 725
Setting Stored in

Usage profile log Usage Profile.xml

VST connections presets Presets\RAMPresets.xml

Window layouts Window Layouts.xml

Zoom presets Presets\RAMPresets.xml

Audio plugin presets Presets\RAMPresets.xml

NUENDO
32 – 726 Customizing
33
Key commands
Background
Introduction
Most of the main menus in Nuendo have key command shortcuts for
certain items on the menus. In addition, there are numerous other
Nuendo functions that can be performed via key commands. These
are all default settings. If you want, you can customize existing key
commands to your liking, and also add commands for menu items and
functions currently not assigned any.

❐ You can also assign tool modifier keys, i.e. keys that change the behavior
of various tools when pressed. This is done in the Preferences dialog –
see page 742.

How are key commands settings saved?


Every time you edit or add any key command assignment, this is stored
as a global Nuendo preference – not as part of a project. Hence, if you
edit or add a key command assignment, any subsequent projects that
you create or open will use these modified settings. However, the de-
fault settings can at any time be restored by selecting “Reset All” in the
Key Commands dialog.
In addition, you can save complete or partial key commands settings
as a “key commands file”, which is stored separately and can be im-
ported into any project. This way you can quickly and easily recall cus-
tomized settings, when moving projects between different computers,
for example. The settings are saved in a file on disk with the windows
extension ”.xml”.
See later in this chapter for details on how to save key commands
settings.

NUENDO
33 – 728 Key commands
Setting up Key Commands
The following is a description of how you set up key commands and
save them as presets for easy access.
Key commands settings are accessed and edited mainly in the Key
Commands dialog, but there are also some settings that can be made
in the Preferences dialog, and these are also addressed in this chapter.

Adding or modifying a key command

In the Key Commands dialog you will find all main menu items and a
large number of other functions, arranged in a hierarchical way similar
to that of the Windows Explorer and Mac OS Finder. The categories
are represented by a number of folders, each containing various menu
items and functions. When you open a category folder by clicking the
plus-sign beside it, the items and functions it contains are displayed
with the currently assigned key commands.

NUENDO
Key commands 33 – 729
To add a key command, proceed as follows:
1. Pull down the File menu and select “Key Commands…”.
The Key Commands dialog appears.

2. Use the list in the Commands column to navigate to the desired cate-
gory.
3. Click the plus-sign to open the category folder and display the items
contained in it.
Note that you can also click the “global” plus- and minus-signs in the top left corner to
open and close all category folders at once.

4. In the list, select the item to which you wish to assign a key command.
Already assigned key commands are shown in the Keys column as well as in the Keys
section in the top right corner.

If a selected item or function has a key com- ...and here.


mand assigned already, it is displayed here...

5. Alternatively, you can use the search function in the dialog to find the
desired item.
For a description of how to use the search function, see page 733.

6. When you have found and selected the desired item, click in the
“Type in Key” field and enter a new key command.
You can choose between any single key or a combination of one or several keys
(Command, Option (Mac), Ctrl, Alt (Win), Shift) plus any key. Just press the keys you
want to use.

NUENDO
33 – 730 Key commands
7. If the key command you entered is already assigned to another item or
function, this is displayed below the “Type in Key” field.

In the case that a key command already is assigned to another function, you can either
ignore this and proceed to assign the key command to the new function instead, or you
can select another key command.

8. Click the Assign button above the field.


The new key command appears in the Keys List.

❐ If the key command you enter is already assigned to another function, you
will get a prompt asking if you want to reassign the command to the new
function instead, or cancel the operation.

Note that you can have several different key commands for the same
function. So adding a key command to a function that already has an-
other key command will not replace the key command previously de-
fined for the function. If you wish to remove an assigned key command,
please see page 734.
9. Click OK to exit the dialog.

NUENDO
Key commands 33 – 731
Turning Key Commands off
Nuendo also gives you the option of turning key commands off, mean-
ing that even if a function has a key command assigned to it, you can
disable the key command.
This is done in the Preferences dialog, in the following way:
1. Open the Preferences dialog from the File menu (under Mac OS X it
is located on the Nuendo menu) and select the Configuration page.
As you can see, the Configuration page contains two main folders; “Main Menu” and
“Command Categories”.

• The “Main Menu” folder contains a number of subfolders, which in turn each
contains items found on the main menus in Nuendo.
• The “Command Categories” folder also contains a number of subfolders,
each of which contains a number of program functions not available on any of
the main menus.
All the items and functions in the subfolders can have key commands
assigned to them. The column to the right, labeled “Comm”, allows you
to set the On/Off status for the corresponding items. This indicates
whether it should be possible to use assigned key commands for the
items or not.

NUENDO
33 – 732 Key commands
2. Click on the plus-sign beside one of the main folders to open it and list
the subfolders it contains.
3. Open the desired subfolder by clicking its plus-sign, navigate to the
item for which you want to disable the assigned key command, and
select it.
4. Click in the “Comm” column beside the item to set the status to “Off”.
Now it will not be possible to use any key command assigned to that menu item or
function.

5. Repeat this for all items or functions for which you want to disable key
commands.

• Note that if you set an entire subfolder to “Off” in this way, all the items
or functions it contains will automatically be set to “Off” as well.
If this is not what you want, you can reset separate items in the subfolder to “On”.

6. When you’re done, click OK to close the Preferences dialog and ap-
ply the changes.

Searching for key commands


If you want to know which key command is assigned to a certain func-
tion in the program, you can use the Search function in the Key Com-
mands dialog:
1. Click in the search text field at the top left of the dialog and type in the
function for which you want to know the key command.
This is a standard word search function, so you should type the command as it is
spelled in the program. Partial words are OK; to search for e.g. all quantize related
commands you could type “Quantize”, “Quant”, etc.

2. Click the Search button (the magnifying glass icon).


The search is conducted and the first matching command is selected and displayed in
the commands list below. The keys column and the keys list show the assigned key
commands, if any.

3. To search for more commands containing the word(s) you entered,


just press the Search button again.
4. When you’re done, click OK to close the dialog.

NUENDO
Key commands 33 – 733
Removing a key command
To remove a key command, proceed as follows:
1. If the key commands dialog isn’t already open, pull down the File menu
and select “Key Commands…”.
2. Use the list of categories and commands to select the item or function
for which you wish to remove a key command.
The key command for the item is shown in the Keys list and the Keys column.

3. Select the key command in the Keys list and click the Remove button
(the trash icon).
You will get a prompt asking if you want to remove the key command or cancel the
operation.

4. Click OK to close the dialog.

Setting up Macros
A Macro is a combination of several functions or commands, to be
performed in one go. For example, you could select all events on the
selected audio track, remove DC offset, normalize the events and du-
plicate them, all with a single command.
Macros are set up in the Key Commands dialog as follows:
1. Click the Show Macros button.
The Macro settings are shown in the lower part of the dialog. To hide these from view,
click the button (now renamed to Hide Macros) again.

2. Click New Macro.


A new, unnamed Macro appears in the Macros list. Name it by typing the desired name.
You can rename a Macro at any time by clicking it in the list and typing a new name.

3. Make sure the Macro is selected, and then use the Categories and
Commands in the upper half of the dialog to select the first command
you want to include in the Macro.
4. Click Add Command.
The selected command appears in the list of Commands in the Macros section.

NUENDO
33 – 734 Key commands
5. Repeat the procedure to add more commands to the Macro.
Note that commands are added after the currently selected command in the list. This
allows you to insert commands “in the middle” of an existing Macro.

A Macro with three commands.

• To remove a command from the Macro, select it in the Macros list and
click Delete.

• Similarly, to remove an entire Macro, select it in the Macros list and


click Delete.
After you’ve closed the Key Commands dialog, all Macros you have
created appear at the bottom of the Edit menu, available for instant se-
lection.

You can also assign key commands to Macros. All Macros you have
created appear in the upper section of the Key Commands dialog un-
der the Macros category – just select a Macro and assign a key com-
mand as with any other function.

NUENDO
Key commands 33 – 735
Saving complete key commands settings
As previously mentioned, any changes made to the key commands
(and Macros) are automatically stored as a Nuendo preference. It is
however also possible to store key commands settings separately. In
this way, you can store any number of different key command settings,
complete or partial, as Presets for instant recall.
Proceed as follows:
1. Set up the key commands and Macros to your liking.
When setting up key commands, remember to click “Assign” to make the changes.

2. Make sure that the “Store Selected Items Only” box is not checked.
This option is for saving partial key commands settings only (see below).

3. Click the Save button (the disk icon) by the Presets pop-up menu.
A dialog appears, allowing you to type in a name for the Preset.

4. Click OK to save the Preset.


Your saved key commands settings will now be available in the Preset pop-up menu
for your future projects.

NUENDO
33 – 736 Key commands
Saving partial key commands settings
It is also possible to save partial key commands settings. This is useful
for example if you have made settings that only relate to a specific
project or settings that you wish to apply only in certain situations.
When you apply a saved partial Preset you only change the specific
saved settings, while all other key commands settings will be left un-
changed.
When you have set up the key commands and macros, proceed as
follows to save the partial settings as a Preset:
1. Click in the “Store selected items only” box to check it.
When you check this box, a new “Store” column appears in the Commands list.

2. Click in the Store column for the key commands items you wish to save.
Note that if you check an entire category folder, as opposed to separate commands, all
commands it contains will automatically also be checked. If this is not what you want,
uncheck the commands you don’t want to include.

3. Click the Save button (the disk icon) next to the Presets pop-up menu.
A dialog appears, allowing you to type in a name for the Preset.

4. Click OK to save.
Your saved key commands settings will now be available from the Preset pop-up menu
for your future projects.

NUENDO
Key commands 33 – 737
Loading saved key command settings
To load saved key command settings, proceed as follows:

• Note that this operation may replace existing key commands!


The key command settings you load will replace the current key command settings for
the same functions (if any). If you have Macros of the same name as those stored in the
preset you load, these will be replaced too.
If you want to be able to revert to your current settings again, make sure to save them
first, as described above!
1. Open the Key Commands dialog from the File menu.
2. Select the saved key commands preset you wish to open from the
Presets pop-up.
3. Click OK to exit the Key Commands dialog and apply the saved preset
settings.
The loaded key commands settings now replace the current key command settings.

Loading saved key commands settings from earlier versions of Nuendo


If you have used a previous version of Nuendo, you may have saved
key commands settings from it that you’d like to use in Nuendo 2.0.
This is possible by using the Import function, which lets you load and
apply either saved key commands or macros:
1. Open the Key Commands dialog from the File menu.
2. Click the “Import” button (the folder icon) to the right of the Presets
pop-up menu.
A standard browser dialog opens.

The Import button

NUENDO
33 – 738 Key commands
3. In the browser dialog, use the “Files of type:” pop-up to specify if you
want to import a Key Commands File (Windows file extension “.key”)
or a Macro Commands File (extension “.mac”).
In Nuendo 2.0, Key Commands files include any Macro settings and use the Windows
extension “.xml”. So after you have imported an older file, you might want to save it as
a Preset (as described on page 736) to be able to access it from the Presets pop-up
menu in the future.

4. Navigate to the file you want to import and click “Open”.


The file is imported.

5. Click OK to exit the Key Commands dialog and apply the imported
settings.
The settings in the loaded key commands- or Macros file now replace the current
settings.

About the “Reset” and “Reset All” functions


These two buttons in the Key Commands dialog will both restore the
default settings. The following rules apply:
• “Reset” restores the default key command setting for the function se-
lected in the Commands list.
• “Reset All” will restore the default key commands for all commands.

❐ Note that the “Reset All” operation will cause any changes made to the
default key commands to be lost! If you want to be able to revert to these
settings again, make sure to save them first!

About the default key commands


As mentioned before, there are numerous default key commands. For
an overview of these, please refer to the Getting Started book where
they are listed for your convenience.

NUENDO
Key commands 33 – 739
Using Alternative Key Sets
As an alternative to saving and loading key commands settings as pre-
viously described, you can set up and save “Alternative Key Sets”. This
allows you to swiftly switch between different key commands settings
“on the fly” while you are working in the program, instead of having to
go into the Key Commands dialog to change them.

About the preset Alternative Key Sets


By default, Nuendo contains two different key sets:
• “Markers” is actually not an alternative key set, but rather, it is the default key
set that you can switch back to at any time (see below).
• “Shuttle” is a specialized, alternative key set containing key commands set-
tings for all of the Transport panel’s Shuttle controls.
You could edit and save these under the same names to replace them
with your own settings should you so wish, but it is advised that you
instead create additional key sets for your specific needs.

Saving an Alternative Key Set


Here’s how to create and save an Alternative Key Set:
1. Open the Key Commands dialog from the File menu.
2. Set up the key commands and Macros the way you want them.
3. Decide whether you want to save complete or partial settings by check-
ing or unchecking the “Store Selected Items Only” accordingly.
4. Click the Save button (the disk icon) in the Alternative Key Sets section.
A dialog appears, allowing you to type in a name for the Preset.

5. Type in a name for the key set and click OK to save it.
The saved key set appears in the list of alternative key sets.

NUENDO
33 – 740 Key commands
Editing an Alternative Key Set
To edit a saved key set, do the following:
1. Select it in the list and click the “Open button” (the folder icon) in the
Alternative Key Sets section.
The key set is now activated, and the key commands settings are changed accordingly.

2. Make the desired changes.


3. Click the Save button (the disk icon) in the Alternative Key Sets section.
The key set is saved with the updated settings.

Removing a saved Alternative Key Set

• To remove a saved key set, select it in the list and click the “Remove”
button (the trash icon) in the Alternative Key Sets section.
A dialog appears asking if you want to remove the key set or cancel the operation.

Switching between Alternative Key Sets


You switch between different key sets in the program by using the key
command assigned to the function “Toggle Alternate Key Commands”,
located in the “File” subfolder in the Key Commands dialog.
The key command for this function is by default [F5], but you can of
course change this to any key command that suits you best. Refer to
page 729 for instructions on how to change key commands.

• When you press the key command for the function, a small pop-up ap-
pears, indicating which key set is currently loaded.

• Each time you press the key command, you switch to the next avail-
able alternative key set.

NUENDO
Key commands 33 – 741
Setting up tool modifier keys
A tool modifier key is a key you can press to get an alternate function
when using a tool. For example, clicking and dragging and event with
the Arrow tool normally moves it – holding down a modifier key (by de-
fault [Alt]/[Option]) will copy it instead.
The default tool modifier keys are listed in the Getting Started book,
but you can customize them if needed. This is done in the Preferences
dialog:
1. Open the Preferences dialog from the File menu (on the Mac, this is
located on the Nuendo menu) and select the Editing – Tool Modifiers
page.

2. Select an option in the Categories list, and then locate the action for
which you want to edit the modifier key.
For example, the “Copy” action mentioned above resides in the category “Drag & Drop”.

3. Select the action in the Action list.


4. Hold down the desired modifier key(s) and click the Assign button.
The current modifier key(s) for the action is replaced. If the modifier key(s) you pressed
are already assigned to another tool, you will be asked whether you want to overwrite
them. If you do, this will leave the other tool without any modifier key(s) assigned.

5. When you’re done, click OK to apply the changes and close the dialog.

NUENDO
33 – 742 Key commands
Index
A Audio channels
Copying settings 216
Activate Next/Previous Part 491
Linking 223
Activate project button 678
Making settings for 209
Active ASIO Ports for Data only 650
Saving settings 225
Active Part 490
Audio clips
Add Bus 18
About 328
Add Child Bus 18
Creating new versions 428
Add Track 106
Deleting 430
Adjust Fades to Range 163
Locating events 431
Adjust Loop (Hitpoints) 404
Managing in Pool 428
AES31 files 685
Opening in the Sample
Aftertouch
Editor 437
Deleting 521
Audio effects
Editing 517
About 230
Recording 71
Applying 351
AIFF files 600
Automating 307
Alternative Key Sets 740
Batch Processing 356
Always use MIDI Clock Start 627
Editing 254
Angle Mode 286
For output busses
Any (MIDI channel setting) 67
(Master inserts) 239
Apogee UV22 HR 240
In surround configurations 292
APP
Inserts 232
Introduction to 619
Loading 255
Setting up 624
Naming 255
Appearance 724
Organizing in subfolders 257
Applying effects 351
Post-fader inserts 232
ASIO 2.0 51
Pre/Post fader sends 248
ASIO Device Ports
Presets 253
Selecting for busses 18
Recording with 60
Setting up 16
Saving 255
ASIO Direct Monitoring 51
Sends 246
ASIO Positioning Protocol
Tempo sync 231
Introduction to 619
Using VST System Link 654
Setting up 624
Attenuate (Surround Panner) 290

NUENDO
744 Index
Audio events Auto Quantize 68
Blue handles 162 Auto Save 702
Editing in Project Browser 581 Auto Select Events under Cursor
Editing in Sample Editor 368 MIDI editors 503
Fade handles 162 Project window 117
Making selections in 378 AutoEdit 636
Slicing 416 Autolatch mode 305
Volume handles 163 Automation
Audio files About 294
Converting 445 Editing in Project Browser 585
Deleting permanently 430 Modes 304
Exporting 597 Opening automation sub-
Format for recording 43 tracks 297
Formats 438 Reduction Preference 316
Import options 112 Showing and hiding 297
Importing into Pool 438 Trimming/offsetting curves 305
Importing into Project Write/Read buttons 303
window 111 Automation events
Locating missing 434 About 309
Reconstructing missing 435 Editing 310
Removing missing 435 Editing in Project Browser 314
Audio parts Removing 313
About 83 Selecting 312
Creating by gluing events 121 Automation follows Events 302
Creating from events 113 Automation Reduction Level 316
Drawing 113 Automation subtracks
Editing in Audio Part Editor 390 Assigning parameters to 298
Editing in Project Browser 580 Hiding and showing 301
Sliding contents 125 Muting 302
Audition icon Autoscroll 140, 498
Audio Part Editor 396
Audition Loop icon B
Audio Part Editor 396 Backup (.bak) files 702
Auditioning Bars+Beats Linear
Audio Part Editor 396 MIDI editors 493
MIDI editors 499 Tempo Track Editor 552
Project window 114 Basic Appearance Scheme 724
Sample Editor 375 Batch Process 356
Auto Fades 178 Beat Calculator 561
Auto Monitoring modes 49

NUENDO
Index 745
Bounce Selection Color pop-up menu
Pool 440 MIDI editors 547
Project window 128 Project window 107
Sample Editor 381 Colorize Event Background 103
Brightness 724 Conform Files 446
Broadcast Wave files Constrain Delay Compensation
Exporting 604 268
Recording 43 Control Playback Speed 636
Browser 576 Controller display
Busses About 495
About 14 Adding and removing
Adding 18 lanes 512
Mixing down to file 596 Controller lane presets 514
Routing to and from 20 Editing events 517
Viewing in the mixer 21 Editing velocity 515
Bypass Selecting event type 513
Effect sends 249 Controllers
Insert effects 234 Deleting 521
Editing 517
C Recording 71
Calculate (Hitpoints) 409 Convert Files 445
Channel (MIDI) 64 Convert to Real Copy 119
Channel Overview Count-in 78
EQ 215 Cpr files 678
Insert effects 235 Create Audio Images During
Channel Settings Record 52
Audio tracks 209 Create Events
Copying 216 (Cycle Rec Mode) 55
MIDI tracks 222 Create Groove Quantize 417
Channel view sets 193 Create new controller lane 512
Chase 36 Create Regions
Child Bus 18 (Cycle Rec Mode) 56
Chn setting 67 Create slices 416
Chord Recognition 495 Crop 136
Cleanup 683 Crossfades
Click 78 Creating 168
Clips, see “Audio clips” Editing in dialog 170
Close 679 Presets 176
Close Gaps 420 Removing 169
Simple Crossfade Editor 170

NUENDO
746 Index
Csh files 444 Delete Overlaps (audio) 130
Cubase VST files 694 Delete Time 135
Cursor, see “Project cursor” Detect Silence 360
Cut Time 135 DirectShow 659
Cycle DirectX plug-ins 258
About 32 Disable Hitpoints 412
About recording 42 Disable inserts 234
Recording audio 54 Disable sends 249
Recording MIDI 69 Disable Track 34
Cycle markers Display format 94
About 150 Dissolve Part
Adding in Marker window 151 Audio 113
Drawing 155 MIDI 484
Editing 157 Dithering 239
Making selections with 158 Divide audio events 418
Navigating to 157 Dividing the Track list 108
On Marker track 154 Drag Delay 117
Cycle Record modes 69 Draw
Automation events 310
D Hitpoints 414
DC Offset 345 In Sample Editor 385
Deactivate Punch In on Stop 76 Markers 155
Default Edit Action 489 MIDI controllers 517
Default project 680 MIDI notes 500
Delay compensation 231 Parts 113
Constraining 268 Drop Out Time 638
Delete Drum Editor
Audio files from disk 430 Creating and editing notes 526
Events in Project window 128 Muting drum sounds 528
MIDI controllers 480, 521 Selecting drum maps 534
MIDI drum notes 528 Drum maps
MIDI notes 507 About 529
Delete Continuous Controllers 480 Making settings 530
Delete Controllers function 480 MIDI channel and output 534
Delete Doubles function 479 O-Note Conversion 537
Delete Notes function 480 Selecting 534
Delete Overlaps Setup dialog 535
Audio 59 Drum mode (Time Stretch) 350
Mono 482 Drum name lists 537
Poly 482 Drum Sound Solo 528

NUENDO
Index 747
Drumstick tool 526 Events
Duplicate Duplicating 119
Events and parts 119 Grouping 126
MIDI notes 504 Locking 125
Duplicate track 107 Moving 117
Muting 127
E Overlapping in audio part 393
Edit Active Part Only 490 Overlapping in Project
Edit as Drums when Drum Map is window 118
assigned 489 Removing 128
Edit button Renaming 121
Audio channel strips 209 Renaming all on track 106
Audio track Inspector 87 Resizing 122
MIDI channel strips 222 Resizing with time stretch 124
MIDI track Inspector 452 Selecting 116
Edit Mode 666 Sliding contents 125
Editing via MIDI 509 Splitting 121
Edits folder 328 Events (Snap mode) 138
Effect Return channels 251 Events from Regions 136
Effects, see “Audio effects” or Events to Part 113
“MIDI effects” Events, see also “Audio events”
Elements (Sample Editor) 369 Exclusive Solo 203
Enable Record on Selected Export
Track 39 AES31 685
Enable Track 34 OMF 686
Envelope 334 OpenTL file 687
EQ Export Audio Mixdown 597
Bypassing 214 Export MIDI files 689
Presets 214 Export Options (MIDI files) 690
Setting 211 Export selected tracks 684
Equal Pitch (Selection) 503 Export Tempo track 559
Eraser tool 128 Extract Audio from Video 699
Event as Region 136

NUENDO
748 Index
F G
Fade handles 162 Gain 335
Fade In/Out functions 164 Generic Remote Device 322
Faders 199 Glue Tube tool
Fades MIDI editors 506
Auto Fades 178 Project window 121
Creating 162 Grid (Snap mode) 138
Editing in dialog 165 Groove Quantize 417
Presets 166 From MIDI 474
Processing 164 Group 126
Removing 164 Group channel tracks
Feet’n’Frames Count from Project About 82
Start 95 Routing audio to 219
Fill Loop 120 Using effects 241
Filter (MIDI) 75
Filter (Project Browser) 584 H
Filter bar 543 Hitpoint Edit tool 412
Find missing files 434 Hitpoint Sensitivity 411
Find Selected in Pool 432 Hitpoints
FireWire 662 Auditioning 410
Fixed Lengths 479 Background 402
Fixed tempo 550 Calculating 409
Fixed Velocity 483 Disabling 412
Folder parts 145 Editing manually 414
Folder tracks Locking 413
About 142 Horizontal Zooming Only 99, 498
Moving tracks into 143
Muting and soloing 144
Frame rates 637
Freeze Edits 359
Freeze Quantize 477
Freeze VST Instruments 271
FX channel tracks
About 242
Adding effects for 244
Routing sends to 246
Setting up 243
Soloing 252

NUENDO
Index 749
I Input busses
About 14
Import
Adding 18
AES31 685
Routing to channels 20
Audio CD Tracks 697
Viewing in the mixer 21
Audio files 111
Input channels 198
Audio from Video file 699
Input Gain
Cubase Arrangement 695
About 201
Cubase Part 696
Setting record level 48
Cubase Song 694
Input levels 47
Medium in Pool 438
Input Phase switch 202
MIDI files 689
Input VU meters 47
MPEG files 701
Input/Output routing panel
Ogg Vorbis files 701
(Mixer) 187
OMF 686
Inputs (Audio) 16
OpenTL file 687
Insert effects (Audio) 232
Premiere Generic EDL 689
Insert into Project 432
REX 700
Insert pop-up menu 540
Video files 111
Insert Silence
WMA files 702
Project window 136
Import Audio CD 440
Sample Editor 381
Import selected tracks 684
Insert velocity
Import Tempo track 559
Drum Editor 526
Impulse Response file 331
Key Editor 500
Independent track loop
Insert velocity (MIDI Editors) 502
Audio Part Editor 397
Inspector
MIDI editors 499
Audio tracks 88
Info line
Folder tracks 89
Drum Editor 523
General controls 87
Key Editor 493
Handling 86
Pool 425
MIDI tracks 451
Project window 92
Instrument Freeze 271
Sample Editor 373
Intensity (Appearance) 724
Initialize Channel 217
Interpolate Audio Images 374
I-Note 532
Iterative Quantize 475
Input (MIDI) 64
J
Jog wheel 33
Jump tempo curve mode 555

NUENDO
750 Index
K Line mode
Automation 311
Keep Last
MIDI controllers 518
Audio cycle recording 54
MIDI velocity 516
MIDI cycle recording 69
Linear Record Mode
Key commands
Audio 53
About 728
MIDI 68
Alternative Key Sets 740
Linear time base 110
Default 739
List Editor
Importing 738
Adding events 540
Loading 738
Editing in the list 541
Modifying 729
Editing in the value display 545
Removing 734
Filtering events 543
Resetting to default 739
Masking events 544
Saving 736
Locate when clicked in empty
Searching for 733
space 30
Turning off 732
Locators 32
L Lock 125
Lock Event Attributes 125
Lanes Lock Hitpoints 413
Stacked Audio Recording 58 Lock Time 638
Stacked MIDI Recording 70 Loop
Lanes (Audio Part Editor) 392 Audio Part Editor 397
Latency MIDI editors 499
Monitoring 49 Loop icon
VST System Link 644 Pool 436
Left locator 32 Sample Editor 375
Legato 479
Length Adjustment 74 M
Length Compression 457
M button 127
Length Quantize 500
Machine control
Level faders 199
Introduction to 620
Level meters
Setting up 629
Input VU mode 47
Sony 9-Pin specifics 635
Post-Fader VU mode 48
Macros 734
LFE amount (Surround) 289
Magnetic Cursor (Snap mode) 139
Libraries 682
Magnifying Glass tool 99

NUENDO
Index 751
Markers MIDI effects
About 150 About 459
Adding in Marker window 151 Deactivating 464
Drawing on Marker track 155 Inserts 460
Editing in Project Browser 586 Presets 463
Editing on Marker track 155 Sends 461
ID-numbers 153 MIDI files 689
Key commands for 159 MIDI Filter 75
Marker track 154 MIDI input (Editing via) 509
Marker window 150 MIDI inputs
Moving 152 Renaming 65
Removing 151 Selecting for tracks 65
Snapping to 138 MIDI notes
Mask function 544 Deleting 507
Menus Drawing 500
Customizing 719 Editing velocity 515
Merge Clipboard 336 Moving 504
Merge MIDI in Loop 465 Muting 507
Merge Record Mode Muting in Drum Editor 528
Audio 53 Quantizing 469
MIDI 68 Resizing 506
Merge Tempo From Tapping 563 Selecting 502
Meter characteristics 218 Splitting and gluing 506
Metric Bias 411 Transposing (Function) 477
Metronome Transposing (in editor) 504
Activating 78 MIDI outputs
Precount 78 In drum maps 534
Settings 79 Renaming 65
MIDI channel Selecting for tracks 66
"Any" 67 Send effects 461
In drum maps 534 MIDI parts
Selecting for tracks 66 About 83
Send effects 461 Drawing 113
MIDI Channel Settings 222 Editing 489
MIDI Clock Editing in Project Browser 582
About 616 Sliding contents 125
Always use “Start” 627 MIDI Record Catch Range 74
Transmitting 627 MIDI reset 72
MIDI connector button 509 MIDI Thru 64

NUENDO
752 Index
MIDI tracks MPEG files
Channel Settings window 222 Audio 701
Settings 452 Video 659
Track Parameters 455 MPEX
Minimize Files 443 Pitch Shift 341
Mix (Cycle Record mode) 69 Time Stretch 350
Mixer Multiple audio tracks 106
Common panel 197 Musical time base 110
Extended channel strips 187 Mute
Group channels 219 Events in Project window 127
Hiding channel types 192 MIDI notes 507
Input and output busses 198 Mixer 203
Input/Output settings 187 Tracks 127
Link/Unlink channels 223 Mute Pre-Send when Mute 249
Loading settings 226 Mute tool 127
Multiple mixer windows 184
Pan 204 N
Saving settings 225 N. Chan. Split/Interleaved
Solo and Mute 203 (Export) 600
View options 189 New Project 97
Volume 199 Noise Gate 337
Mixer Selection Follows Project 210 Non Quantize setting 473
Mixing down to an audio file 597 Normal Record Mode
MMC Audio 53
Introduction to 620 MIDI 68
Setting up 629 Normal Sizing 122
Modifier keys 742 Normalize
Monitor button Audio process 338
Audio tracks 50 Surround Panner 290
MIDI tracks 64 Notes, see “MIDI notes”
Monitoring modes 49 Npl files
Move Hitpoints 414 Libraries 682
Move to Back/Front 118 Pool files 444
Move to Cursor 118 Npr files 679
Move to Origin 118 Nudge buttons
MP3 files MIDI editor toolbar 504
Exporting 605 Project window toolbar 118
Importing 701 Nudge position buttons 34
MP3Pro 605 NuendoDither 240
Numeric keypad 29

NUENDO
Index 753
O P
Offline Process History 354 Padlock symbol 125
Ogg Vorbis files Pan Law 206
Exporting 606 Pan modes 204
Importing 701 Parabola mode
OMF files 686 Automation 311
On Import Audio Files 112 MIDI controllers 518
On Processing Shared Clips 329 MIDI velocity 516
On Startup setting 703 Part Data mode 104
Online (VST System Link) 647 Part to Groove 474
O-Note 532 Parts, see “Audio parts” or
O-Note Conversion 537 “MIDI parts”
Open 678 Paste at Origin 120
Open Document Options 704 Paste Time
OpenTL files 687 MIDI editing 505
Original Tempo (Hitpoints) 408 Selection ranges 135
Output (MIDI) 64 Patch Editor (Surround) 292
Output busses Peak Hold Time 218
About 14 Pedals to Note Length 481
Adding 18 Pencil tool 113
Mixing down to file 596 Pending Connections 679, 694
Routing channels to 20 Performance meter 227
Surround configurations 281 Phase Reverse 339
Viewing in the mixer 21 Pitch Bend
Output channels 198 Deleting 521
Outputs (Audio) 16 Editing 517
Over Quantize 474 Recording 71
Overlapping events Pitch Shift 339
Audio Part Editor 393 Play icon
Project window 118 Pool 436
Overview 105 Sample Editor 375
Overwrite (Cycle Record mode) Play tool
69 Audio Part Editor 396
Overwrite mode (Automation) 305 Project window 114
Plug-in delay compensation 231
Plug-in Information window
MIDI plug-ins 464
VST plug-ins 258

NUENDO
754 Index
Plug-ins Project
Applying 351 Activating 678
Automating 307 Creating 97
Getting info 258 Default 680
In surround configurations 292 Opening 678
Installing 256 Saving 679
Organizing 257 Saving templates 682
Poly Pressure events 521 Project Browser 576
Polyphony (Restricting) 481 Project cursor
Pool Autoscroll 140
About 422 Moving 30
Auditioning 436 Selecting events with 117
Convert Files 445 Snapping to 139
Finding clips in 431 Project overview line 105
Handling audio clips 428 Project scrubbing 33
Import Medium 438 Project Setup dialog 97
Importing Pool files 444 Punch In
Locate missing files 434 Automatic 41
Record folder 441 Manual 40
Status column icons 427 Punch Out 41
Position Mode 286
Post-Fader VU meters 48 Q
Postroll 77 Quantize
Pre fader sends 248 About 469
Pre/Post crossfade 330 Applying 474
Precount 78 Automatic during recording 68
Preferences Creating grooves from audio
Presets 722 417
Transferring 724 Creating grooves from
Premiere Generic EDL files 689 MIDI 474
Prepare Archive 444 Ends 476
Preroll 77 Freezing 477
Processing Lengths 475
About 329 Setting on toolbar 470
Batch Process 356 Setup dialog 470
Plug-ins 351 Undoing 477
Settings and functions 330 Quick Zoom 100
Undoing 354 Quicktime 659

NUENDO
Index 755
R Remove Parameter 313
Removing crossfades 169
R button 303
Removing fades 164
Ramp tempo curve mode 555
Repeat
Random (Track parameter) 457
Events and parts 119
Random Quantize setting 473
MIDI notes 504
Range (Track parameter) 458
Replace Audio in Video File 663
Range Selection tool 132
Replace Record Mode
Read button 303
Audio 53
Real Audio files 607
MIDI 68
Real-Time Export 598
Reset 72
Reconstruct 435
Reset Mixer 217
Record Catch Range 74
Resolution 44
Record enable
Resolving 618
9-Pin Devices 635
Restrict Polyphony 481
Audio and MIDI tracks 39
Retrospective Record 73
Record file type 43
Return To Start Position on
Record folder 46
Stop 34
Record format 44
Reverse 346
Record Mode (Linear)
Reverse (MIDI function) 483
Audio 53
Revert 682
MIDI 68
ReWire
Recording in MIDI editors 74
About 670
Recording tempo changes 557
Activating 672
ReCycle files 700
Channels 674
Redo Zoom 103
Routing MIDI 675
Regions
REX files 700
Creating 382
Right locator 32
Creating from events 136
Routing
Creating with Detect
Audio to and from busses 20
Silence 362
Effect sends 247
Editing 383
Effect sends (Panning) 249
Exporting as audio files 440
Inputs/outputs in effects 236
Removing 384
Ruler
Remote control
About 94
Key commands 321
Adding additional time
Setting up 318
scales 95
Writing automation 320
Ruler tracks 95
Remove DC Offset 345
Remove missing files 435

NUENDO
756 Index
S Shuffle (Snap mode) 139
Shuttle speed 33
S button 127
Signal levels 47
Sample rate 98
Silence 346
Sample size 44
Simple Crossfade Editor 170
Save 679
Sine mode
Save Project to new folder 681
Automation 312
Scissors tool
MIDI editing 519
MIDI editors 506
Sizing Applies Time Stretch 124
Project window 121
Sizing Moves Contents 122
Scrubbing
Slices
Events in Project window 115
Auditioning 410
Events in Sample Editor 376
Creating 416
Project 33
Disabling 412
Resizing events by 123
Locking 413
While setting snap point 377
Snap
Search key commands 733
MIDI editors 547
Selecting
Project window 137
Events in Project window 116
Snap point
MIDI notes 502
Setting for clips in Pool 437
Mixer channels 210
Setting in Project window 137
Send effects (Audio) 242
Setting in Sample Editor 376
Sensivity slider 411
Snap Record Parts to Bars 74
Set Audio Event from Loop 418
Snap to Zero Crossing
Set Pool Record Folder 441
Preference setting 140
Set Record Folder 46
Sample Editor 387
Set Tempo from Event 419
Snap Track Heights 100
Set Timecode at Cursor 625
Solo
Shared copy 119
Audio Part Editor 397
Shared VST plug-ins folder 257
Folder tracks 144
Show Controllers 104
MIDI editors 498
Show Data on Small Track
Mixer 203
Heights 103
Tracks 127
Show Event Names 103
Solo Defeat 203, 252
Show Event Volume Curves
Solo Record in MIDI Editors 74
Always 162
Show Filter View 543
Show Part Borders 491
Show Used Automation 308
Show Video Thumbnails 665

NUENDO
Index 757
Sony 9-Pin Stereo pan modes 204
AutoEdit 636 Stereo Split 600
Control Playback Speed 636 Stop after Automatic Punch Out 76
Record enabling audio Stretch to Project Tempo 419
tracks 635 Strip Silence 362
Setting up 632 Surround
Sound Designer II files 602 About 276
Speaker icon (MIDI editors) 499 Applying plug-ins 292
Speaker tool Exporting to file 291
Audio Part Editor 396 Positioning sounds 285
Project window 114 Routing to surround
Speakers (SurroundPanner) 287 channels 284
Spectrum Analyzer 363 Setting up 281
Split Surround Panner 285
Events 121 Swing 471
Range 136 Sync indicator 626
Split at Cursor Sync Selection 578
MIDI editors 506 Synchronization
Project window 121 About 614
Split Loop Audio card settings 624
MIDI editors 506 Connections for 623
Project window 121 Formats 615
Split MIDI Events 121 Frame rates 637
Square mode Indicator (Transport panel)
Automation 312 626
MIDI editing 519 Machine control 629
Stacked Cycle Recording Options 638
Audio 58 Recording in Sync mode 40
MIDI 70 Synchronization Setup 622
Standard Mode 286 Syncing equipment to
Start Record at Left Locator 40 Nuendo 627
Startup options 703 To timecode 624
Static Value Line (Automation) 309
Stationary cursor 140
Statistics 366
Step Bar 30
Step input 510
Step Input button 510
Stereo Flip 347
Stereo Pan Law 206

NUENDO
758 Index
T Touch Fader mode 304
Track Control Settings 714
Tap Tempo 562
Track list
Templates 682
About 85
Tempo
Customizing 714
About 550
Dividing 108
Calculating 561
Track Parameters 455
Editing 554
Track Sheet 590
Editing in Project Browser 587
Track types 82
Importing and exporting 559
Tracks
Recording 557
Adding 106
Setting from event 419
Audio channel configuration 44
Setting in Fixed mode 558
Changing height of 100
Tapping 562
Disabling/Enabling 34
Tempo based tracks 110
Importing and exporting 684
Tempo record slider 557
Locking 126
Time based tracks 110
Musical/Linear time base 110
Time display 31
Removing 107
Time format 94
Renaming 106
Time Linear
Routing MIDI to VST
MIDI editors 493
Instruments 265
Tempo Track Editor 552
Selecting 107
Time Scales 95
Transfer projects and settings 724
Time signature 559
Transfer tracks between
Time Stretch 348
projects 684
Time Warp tool 564
Transparent events 103
Timecode
Transport menu
About 615
Functions 27
Frame rates 637
Playback options 35
Synchronizing to 624
Transport panel
Toggle Track List 109
Customizing 710
Tool modifier keys 742
Display format 31
Toolbar
Hiding and showing 27
Audio Part Editor 391
Key commands 29
Customizing 712
Overview 26
Drum Editor 523
Transpose
Key Editor 492
Info line 93
List Editor 538
MIDI function 477
Pool 424
Track parameter 456
Project window 91
Sample Editor 370

NUENDO
Index 759
Triangle mode Video Cache Size 665
Automation 312 Video for Windows 659
MIDI editing 519 Video playback engine 659
Trim buttons 123 Video track
Trim mode 305 About 660
Editing in Project Browser 585
U Showing thumbnails 665
Undo Volume (Info line) 199
Processing 354 Volume handle 163
Recording 52 VST Channel Settings 209
Zoom 103 VST Connections 17
Undo Quantize 477 VST Instruments
Ungroup 126 Activating 265
Unlock 125 Automating 270
Update Display 598 Channels 266
Update Origin 426 Freezing 271
Use File Extension in Routing tracks to 265
File Dialog 680 Selecting patches 269
Use level scan (Hitpoints) 404 Using VST System Link 653
Use pop-up menu (Hitpoints) 411 VST Performance window 227
UV22 HR 240 VST plug-ins
Getting info 258
V Installing 256
Velocity VST Ports 16
Editing 515 VST System Link
Editing via MIDI 509 About 640
Info line 93 Activating 646
MIDI function 482 Connections 642
Velocity Compression 456 Latency 644
Velocity Shift 456 MIDI 649
Video Putting computers online 647
Edit Mode 666 Requirements 641
Extracting audio from 662 Setting up sync 642
Importing files 660 Settings 645
Playing back 661 VU meters
Playing back via FireWire 662 Input VU mode 47
Preparations 664 Post-Fader VU mode 48
Replacing audio 663 VU-Meter Peak’s Hold Time 218
Setting up 659

NUENDO
760 Index
W X
W button 303 X-Over mode 305
Wave files 602
Wave Image Style 104 Z
Wave64 files 604 Zero Crossings 140
Waveform zooming 100 Zoom
Window layouts 707 About 99
Windows Media Audio files History 103
Exporting 608 Presets 101
Importing 702 Sample Editor 374
Surround format (Pro) 609 Track height 100
WMA files Waveforms 100
Exporting 608 Zoom N Tracks 101
Importing 702 Zoom Tool Standard Mode 99,
WMA Pro files 609 498
Word Clock Zoom while Locating in
About 616 Time Scale 100
Selecting for sync 624
Setting up 623
Wrap Controls (Track list) 100
Write button 303

NUENDO
Index 761
NUENDO
762 Index

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